From 188c020c014d780abdeed3ab5a71d45d4e557045 Mon Sep 17 00:00:00 2001 From: greggman Date: Sun, 12 May 2024 14:20:47 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20gh-pages=20from=20@=20greggman?= =?UTF-8?q?/wgpu-matrix@3fe7a90ffab76f248af1d6231deb88fdba72db49=20?= =?UTF-8?q?=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- dist/2.x/wgpu-matrix.js | 30 +- dist/2.x/wgpu-matrix.js.map | 2 +- dist/2.x/wgpu-matrix.min.js | 96 +- dist/2.x/wgpu-matrix.module.js | 30 +- dist/2.x/wgpu-matrix.module.js.map | 2 +- docs/assets/icons.js | 15 + docs/assets/icons.svg | 1 + docs/assets/main.js | 7 +- docs/assets/navigation.js | 1 + docs/assets/search.js | 2 +- docs/assets/style.css | 109 +- docs/functions/mat3.clone.html | 379 +------ docs/functions/mat3.copy.html | 379 +------ docs/functions/mat3.create.html | 412 +------ docs/functions/mat3.determinant.html | 372 +----- docs/functions/mat3.equals.html | 377 +------ 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docs/types/Mat3-1.html | 359 +----- docs/types/Mat4-1.html | 359 +----- docs/types/Quat-1.html | 359 +----- docs/types/Vec2-1.html | 359 +----- docs/types/Vec3-1.html | 359 +----- docs/types/Vec4-1.html | 359 +----- docs/types/mat3.Mat3LikeCtor.html | 368 +----- docs/types/mat4.Mat4LikeCtor.html | 368 +----- docs/types/quat.RotationOrder.html | 355 +----- docs/variables/utils.EPSILON.html | 355 +----- package-lock.json | 1001 +++++++++++++---- package.json | 18 +- rollup.config.js | 2 + 303 files changed, 2808 insertions(+), 108886 deletions(-) create mode 100644 docs/assets/icons.js create mode 100644 docs/assets/icons.svg create mode 100644 docs/assets/navigation.js diff --git a/dist/2.x/wgpu-matrix.js b/dist/2.x/wgpu-matrix.js index 0c521ac..2cbf6b8 100644 --- a/dist/2.x/wgpu-matrix.js +++ b/dist/2.x/wgpu-matrix.js @@ -1,4 +1,4 @@ -/* wgpu-matrix@2.8.1, license MIT */ +/* wgpu-matrix@2.8.2, license MIT */ (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : @@ -97,7 +97,7 @@ return ((n % m) + m) % m; } - var utils = /*#__PURE__*/Object.freeze({ + var utils = { __proto__: null, get EPSILON () { return EPSILON; }, degToRad: degToRad, @@ -106,7 +106,7 @@ lerp: lerp$4, radToDeg: radToDeg, setEpsilon: setEpsilon - }); + }; /* * Copyright 2022 Gregg Tavares @@ -874,7 +874,7 @@ return lerp$3(a, b, 0.5, dst); } - var vec2Impl = /*#__PURE__*/Object.freeze({ + var vec2Impl = { __proto__: null, add: add$3, addScaled: addScaled$2, @@ -926,7 +926,7 @@ transformMat4: transformMat4$2, truncate: truncate$2, zero: zero$2 - }); + }; /* * Copyright 2022 Gregg Tavares @@ -1678,7 +1678,7 @@ return dst; } - var mat3Impl = /*#__PURE__*/Object.freeze({ + var mat3Impl = { __proto__: null, clone: clone$4, copy: copy$4, @@ -1710,7 +1710,7 @@ transpose: transpose$1, uniformScale: uniformScale$1, uniformScaling: uniformScaling$1 - }); + }; /* * Copyright 2022 Gregg Tavares @@ -2503,7 +2503,7 @@ return lerp$2(a, b, 0.5, dst); } - var vec3Impl = /*#__PURE__*/Object.freeze({ + var vec3Impl = { __proto__: null, add: add$2, addScaled: addScaled$1, @@ -2562,7 +2562,7 @@ transformQuat: transformQuat, truncate: truncate$1, zero: zero$1 - }); + }; /** * 4x4 Matrix math math functions. @@ -4084,7 +4084,7 @@ return dst; } - var mat4Impl = /*#__PURE__*/Object.freeze({ + var mat4Impl = { __proto__: null, aim: aim, axisRotate: axisRotate, @@ -4130,7 +4130,7 @@ transpose: transpose, uniformScale: uniformScale, uniformScaling: uniformScaling - }); + }; /* * Copyright 2022 Gregg Tavares @@ -4894,7 +4894,7 @@ return dst; } - var quatImpl = /*#__PURE__*/Object.freeze({ + var quatImpl = { __proto__: null, add: add$1, angle: angle, @@ -4933,7 +4933,7 @@ sub: sub$1, subtract: subtract$1, toAxisAngle: toAxisAngle - }); + }; /* * Copyright 2022 Gregg Tavares @@ -5594,7 +5594,7 @@ return lerp(a, b, 0.5, dst); } - var vec4Impl = /*#__PURE__*/Object.freeze({ + var vec4Impl = { __proto__: null, add: add, addScaled: addScaled, @@ -5641,7 +5641,7 @@ transformMat4: transformMat4, truncate: truncate, zero: zero - }); + }; /** * Sets the type this library creates for all types diff --git a/dist/2.x/wgpu-matrix.js.map b/dist/2.x/wgpu-matrix.js.map index 3bf2a5a..81852d1 100644 --- a/dist/2.x/wgpu-matrix.js.map +++ b/dist/2.x/wgpu-matrix.js.map @@ -1 +1 @@ -{"version":3,"file":"wgpu-matrix.js","sources":["../../../src/utils.ts","../../../src/vec2.ts","../../../src/vec3.ts","../../../src/vec2-impl.ts","../../../src/mat3-impl.ts","../../../src/vec3-impl.ts","../../../src/mat4-impl.ts","../../../src/quat.ts","../../../src/quat-impl.ts","../../../src/vec4.ts","../../../src/vec4-impl.ts","../../../src/wgpu-matrix.ts"],"sourcesContent":["/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nexport let EPSILON = 0.000001;\n\n/**\n * Set the value for EPSILON for various checks\n * @param v - Value to use for EPSILON.\n * @returns previous value of EPSILON;\n */\nexport function setEpsilon(v: number): number {\n const old = EPSILON;\n EPSILON = v;\n return old;\n}\n\n/**\n * Convert degrees to radians\n * @param degrees - Angle in degrees\n * @returns angle converted to radians\n */\nexport function degToRad(degrees: number): number {\n return degrees * Math.PI / 180;\n}\n\n/**\n * Convert radians to degrees\n * @param radians - Angle in radians\n * @returns angle converted to degrees\n */\nexport function radToDeg(radians: number): number {\n return radians * 180 / Math.PI;\n}\n\n/**\n * Lerps between a and b via t\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @returns a + (b - a) * t\n */\nexport function lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\n/**\n * Compute the opposite of lerp. Given a and b and a value between\n * a and b returns a value between 0 and 1. 0 if a, 1 if b.\n * Note: no clamping is done.\n * @param a - start value\n * @param b - end value\n * @param v - value between a and b\n * @returns (v - a) / (b - a)\n */\nexport function inverseLerp(a: number, b: number, v: number): number {\n const d = b - a;\n return (Math.abs(b - a) < EPSILON)\n ? a\n : (v - a) / d;\n}\n\n/**\n * Compute the euclidean modulo\n *\n * ```\n * // table for n / 3\n * -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5 <- n\n * ------------------------------------\n * -2 -1 -0 -2 -1 0, 1, 2, 0, 1, 2 <- n % 3\n * 1 2 0 1 2 0, 1, 2, 0, 1, 2 <- euclideanModule(n, 3)\n * ```\n *\n * @param n - dividend\n * @param m - divisor\n * @returns the euclidean modulo of n / m\n */\nexport function euclideanModulo(n: number, m: number) {\n return ((n % m) + m) % m;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 2 values, Float32Array with 2 values, or a Float64Array with 2 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec2.setDefaultType}.\n */\nexport type Vec2 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec2 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new Vec2. In other words you can do this\n *\n * const v = vec2.cross(v1, v2); // Creates a new Vec2 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec2.create();\n * vec2.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec2.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec2 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec2\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec2\n */\nexport function setDefaultType(ctor: new (n: number) => Vec2) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values.\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Vec2's specified type\n * it would be faster to use\n *\n * ```\n * const v = vec2.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Vec2Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `vec2.create` is usually used\n * to create a Vec2 to be filled out as in\n *\n * ```\n * const sum = vec2.create();\n * vec2.add(v1, v2, sum);\n * ```\n *\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport function create(x = 0, y = 0): Vec2 {\n const dst = new VecType(2);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n }\n }\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec3.setDefaultType}.\n */\nexport type Vec3 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec3 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec3`. In other words you can do this\n *\n * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec3.create();\n * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec3 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec3\n */\nexport function setDefaultType(ctor: new (n: number) => Vec3) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number): Vec3 {\n const dst = new VecType(3);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Vec2, create, setDefaultType, VecType } from './vec2';\nimport { Vec3, VecType as Vec3Type } from './vec3';\n\nexport default Vec2;\nexport { create, setDefaultType };\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec2\n * Also see {@link vec2.create} and {@link vec2.copy}\n *\n * @param x first value\n * @param y second value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = x;\n dst[1] = y;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec2, min = 0, max = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec2, b: Vec2, scale: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec2, b: Vec2): number {\n const ax = a[0];\n const ay = a[1];\n const bx = b[0];\n const by = b[1];\n const mag1 = Math.sqrt(ax * ax + ay * ay);\n const mag2 = Math.sqrt(bx * bx + by * by);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec2, b: Vec2): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec2, b: Vec2): boolean {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec2, b: Vec2, t: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec2, b: Vec2, t: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec2, b: Vec2, dst?: Vec3): Vec3 {\n dst = dst || new Vec3Type(3);\n const z = a[0] * b[1] - a[1] * b[0];\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec2, b: Vec2): number {\n return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return Math.sqrt(dx * dx + dy * dy);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec2.clone})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0];\n dst[1] = v[1];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec2.copy})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random unit vector * scale\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 0;\n dst[1] = 0;\n\n return dst;\n}\n\n\n/**\n * transform Vec2 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec2, m: Mat4, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n\n return dst;\n}\n\n/**\n * Transforms vec4 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec2, m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n\n return dst;\n}\n\n/**\n * Rotate a 2D vector\n *\n * @param a The vec2 point to rotate\n * @param b The origin of the rotation\n * @param rad The angle of rotation in radians\n * @returns the rotated vector\n */\nexport function rotate(a: Vec2, b: Vec2, rad: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n //perform rotation and translate to correct position\n dst[0] = p0 * cosC - p1 * sinC + b[0];\n dst[1] = p0 * sinC + p1 * cosC + b[1];\n\n return dst;\n}\n\n/**\n * Treat a 2D vector as a direction and set it's length\n *\n * @param a The vec2 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec2, len: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec2 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec2, maxLen: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n return lerp(a, b, 0.5, dst);\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport { Quat } from './quat';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport Vec2, * as vec2 from './vec2-impl';\n\nexport default Mat3;\n\nexport type Mat3LikeCtor = new (n: number) => Mat3;\n\n/**\n * 3x3 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat3.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat3.create();\n * mat3.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat3.identity();\n * const trans = mat3.translation([1, 2, 3]);\n * mat3.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat3LikeCtor = Float32Array;\n\n// This mess is because with Mat3 we have 3 unused elements.\n// For Float32Array and Float64Array that's not an issue\n// but for Array it's troublesome\nconst ctorMap = new Map Mat3>([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3: () => Mat3 = ctorMap.get(Float32Array)!;\n\n/**\n * Sets the type this library creates for a Mat3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat3\n */\nexport function setDefaultType(ctor: new (n: number) => Mat3) {\n const oldType = MatType;\n MatType = ctor;\n newMat3 = ctorMap.get(ctor)!;\n return oldType;\n}\n\n/**\n * Create a Mat3 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat3's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat3.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat3Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat3.create` is usually used\n * to create a Mat3 to be filled out as in\n *\n * ```\n * const m = mat3.create();\n * mat3.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @returns matrix created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number,\n v3?: number, v4?: number, v5?: number,\n v6?: number, v7?: number, v8?: number): Mat3 {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\n\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[4] = v3;\n if (v4 !== undefined) {\n dst[5] = v4;\n if (v5 !== undefined) {\n dst[6] = v5;\n if (v6 !== undefined) {\n dst[8] = v6;\n if (v7 !== undefined) {\n dst[9] = v7;\n if (v8 !== undefined) {\n dst[10] = v8;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n return dst;\n}\n\n/**\n * Sets the values of a Mat3\n * Also see {@link mat3.create} and {@link mat3.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 set from values.\n */\nexport function set(\n v0: number, v1: number, v2: number,\n v3: number, v4: number, v5: number,\n v6: number, v7: number, v8: number, dst?: Mat3) {\n dst = dst || newMat3();\n\n dst[0] = v0; dst[1] = v1; dst[ 2] = v2; dst[ 3] = 0;\n dst[4] = v3; dst[5] = v4; dst[ 6] = v5; dst[ 7] = 0;\n dst[8] = v6; dst[9] = v7; dst[10] = v8; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Creates a Mat3 from the upper left 3x3 part of a Mat4\n * @param m4 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from m4\n */\nexport function fromMat4(m4: Mat4, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n dst[0] = m4[0]; dst[1] = m4[1]; dst[ 2] = m4[ 2]; dst[ 3] = 0;\n dst[4] = m4[4]; dst[5] = m4[5]; dst[ 6] = m4[ 6]; dst[ 7] = 0;\n dst[8] = m4[8]; dst[9] = m4[9]; dst[10] = m4[10]; dst[11] = 0;\n return dst;\n}\n\n/**\n * Creates a Mat3 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat3.clone})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat3.copy})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat3, b: Mat3): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat3, b: Mat3): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10];\n}\n\n/**\n * Creates a 3-by-3 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 3-by-3 identity matrix.\n */\nexport function identity(dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n if (dst === m) {\n let t: number;\n\n // 0 1 2\n // 4 5 6\n // 8 9 10\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\n\n dst[ 0] = b01 * invDet;\n dst[ 1] = (-m22 * m01 + m02 * m21) * invDet;\n dst[ 2] = ( m12 * m01 - m02 * m11) * invDet;\n dst[ 4] = b11 * invDet;\n dst[ 5] = ( m22 * m00 - m02 * m20) * invDet;\n dst[ 6] = (-m12 * m00 + m02 * m10) * invDet;\n dst[ 8] = b21 * invDet;\n dst[ 9] = (-m21 * m00 + m01 * m20) * invDet;\n dst[10] = ( m11 * m00 - m01 * m10) * invDet;\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat3): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat3, b: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22;\n\n return dst;\n}\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 3-by-3 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n }\n dst[ 8] = v[0];\n dst[ 9] = v[1];\n dst[10] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 3-by-3 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\n}\n\n/**\n * Returns an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y,\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat3, axis: number, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\n}\n\n/**\n * Sets an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(m: Mat3, v: Vec2, axis: number, dst?: Mat3): Mat3 {\n if (dst !== m) {\n dst = copy(m, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which translates by the given vector v.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = v[0]; dst[ 9] = v[1]; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 3-by-3 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n }\n\n dst[ 8] = m00 * v0 + m10 * v1 + m20;\n dst[ 9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which rotates by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotation(angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 3-by-3 matrix by the given angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotate(m: Mat3, angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * 2 entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of 2 entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales uniformly in each dimension\n * @param s - Amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given.\n * @param m - The matrix to be modified.\n * @param s - Amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat3, s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec3, create, setDefaultType, VecType } from './vec3';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\n\nexport default Vec3;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec3\n * Also see {@link vec3.create} and {@link vec3.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec3, min = 0, max = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec3, b: Vec3, scale: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec3, b: Vec3): number {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const mag1 = Math.sqrt(ax * ax + ay * ay + az * az);\n const mag2 = Math.sqrt(bx * bx + by * by + bz * bz);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec3, b: Vec3): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec3, b: Vec3): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec3, b: Vec3, t: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec3, b: Vec3, t: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec3, b: Vec3): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return v0 * v0 + v1 * v1 + v2 * v2;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec3.clone})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec3.copy})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random vector\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const angle = Math.random() * 2 * Math.PI;\n const z = Math.random() * 2 - 1;\n const zScale = Math.sqrt(1 - z * z) * scale;\n dst[0] = Math.cos(angle) * zScale;\n dst[1] = Math.sin(angle) * zScale;\n dst[2] = z * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec3 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1;\n\n dst[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n dst[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n dst[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n\n return dst;\n}\n\n/**\n * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.\n * @param v - The direction.\n * @param m - The matrix.\n * @param dst - optional Vec3 to store result. If not passed a new one is created.\n * @returns The transformed vector.\n */\nexport function transformMat4Upper3x3(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec3, m: Mat3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n dst[0] = x * m[0] + y * m[4] + z * m[8];\n dst[1] = x * m[1] + y * m[5] + z * m[9];\n dst[2] = x * m[2] + y * m[6] + z * m[10];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by Quaternion\n * @param v - the vector to transform\n * @param q - the quaternion to transform by\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed\n */\nexport function transformQuat(v: Vec3, q: Quat, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\n\n dst[0] = x + uvX * w2 + (qy * uvZ - qz * uvY) * 2;\n dst[1] = y + uvY * w2 + (qz * uvX - qx * uvZ) * 2;\n dst[2] = z + uvZ * w2 + (qx * uvY - qy * uvX) * 2;\n\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec3) {\n dst = dst || new VecType(3);\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst: Vec3) {\n dst = dst || new VecType(3);\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateX(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateY(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns {vec3} out\n */\nexport function rotateZ(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Treat a 3D vector as a direction and set it's length\n *\n * @param a The vec3 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec3, len: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec3 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec3, maxLen: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n return lerp(a, b, 0.5, dst);\n}\n","\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\nimport Vec3, * as vec3 from './vec3-impl';\nimport * as utils from './utils';\n\nexport default Mat4;\n\nexport type Mat4LikeCtor = new (n: number) => Mat4;\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat4.create();\n * mat4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat4.identity();\n * const trans = mat4.translation([1, 2, 3]);\n * mat4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat4LikeCtor = Float32Array;\n\n/**\n * Sets the type this library creates for a Mat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat4\n */\nexport function setDefaultType(ctor: new (n: number) => Mat4) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Create a Mat4 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat4's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat4.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat4Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat4.create` is usually used\n * to create a Mat4 to be filled out as in\n *\n * ```\n * const m = mat4.create();\n * mat4.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @returns created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number, v3?: number,\n v4?: number, v5?: number, v6?: number, v7?: number,\n v8?: number, v9?: number, v10?: number, v11?: number,\n v12?: number, v13?: number, v14?: number, v15?: number): Mat4 {\n const dst = new MatType(16);\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[3] = v3;\n if (v4 !== undefined) {\n dst[4] = v4;\n if (v5 !== undefined) {\n dst[5] = v5;\n if (v6 !== undefined) {\n dst[6] = v6;\n if (v7 !== undefined) {\n dst[7] = v7;\n if (v8 !== undefined) {\n dst[8] = v8;\n if (v9 !== undefined) {\n dst[9] = v9;\n if (v10 !== undefined) {\n dst[10] = v10;\n if (v11 !== undefined) {\n dst[11] = v11;\n if (v12 !== undefined) {\n dst[12] = v12;\n if (v13 !== undefined) {\n dst[13] = v13;\n if (v14 !== undefined) {\n dst[14] = v14;\n if (v15 !== undefined) {\n dst[15] = v15;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n return dst;\n}\n\n/**\n * Sets the values of a Mat4\n * Also see {@link mat4.create} and {@link mat4.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 created from values.\n */\nexport function set(\n v0: number, v1: number, v2: number, v3: number,\n v4: number, v5: number, v6: number, v7: number,\n v8: number, v9: number, v10: number, v11: number,\n v12: number, v13: number, v14: number, v15: number,\n dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v0; dst[ 1] = v1; dst[ 2] = v2; dst[ 3] = v3;\n dst[ 4] = v4; dst[ 5] = v5; dst[ 6] = v6; dst[ 7] = v7;\n dst[ 8] = v8; dst[ 9] = v9; dst[10] = v10; dst[11] = v11;\n dst[12] = v12; dst[13] = v13; dst[14] = v14; dst[15] = v15;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 from a Mat3\n * @param m3 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from m3\n */\nexport function fromMat3(m3: Mat3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m3[0]; dst[ 1] = m3[1]; dst[ 2] = m3[ 2]; dst[ 3] = 0;\n dst[ 4] = m3[4]; dst[ 5] = m3[5]; dst[ 6] = m3[ 6]; dst[ 7] = 0;\n dst[ 8] = m3[8]; dst[ 9] = m3[9]; dst[10] = m3[10]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2]; dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6]; dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10]; dst[11] = -m[11];\n dst[12] = -m[12]; dst[13] = -m[13]; dst[14] = -m[14]; dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat4.clone})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2]; dst[ 3] = m[ 3];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6]; dst[ 7] = m[ 7];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10]; dst[11] = m[11];\n dst[12] = m[12]; dst[13] = m[13]; dst[14] = m[14]; dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat4.copy})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat4, b: Mat4): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 3] - b[ 3]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 7] - b[ 7]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON &&\n Math.abs(a[11] - b[11]) < utils.EPSILON &&\n Math.abs(a[12] - b[12]) < utils.EPSILON &&\n Math.abs(a[13] - b[13]) < utils.EPSILON &&\n Math.abs(a[14] - b[14]) < utils.EPSILON &&\n Math.abs(a[15] - b[15]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat4, b: Mat4): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 3] === b[ 3] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 7] === b[ 7] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10] &&\n a[11] === b[11] &&\n a[12] === b[12] &&\n a[13] === b[13] &&\n a[14] === b[14] &&\n a[15] === b[15];\n}\n\n/**\n * Creates a 4-by-4 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 4-by-4 identity matrix.\n */\nexport function identity(dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20; dst[ 3] = m30;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21; dst[ 7] = m31;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22; dst[11] = m32;\n dst[12] = m03; dst[13] = m13; dst[14] = m23; dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n const tmp12 = m20 * m31;\n const tmp13 = m30 * m21;\n const tmp14 = m10 * m31;\n const tmp15 = m30 * m11;\n const tmp16 = m10 * m21;\n const tmp17 = m20 * m11;\n const tmp18 = m00 * m31;\n const tmp19 = m30 * m01;\n const tmp20 = m00 * m21;\n const tmp21 = m20 * m01;\n const tmp22 = m00 * m11;\n const tmp23 = m10 * m01;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -\n (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));\n dst[ 5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -\n (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));\n dst[ 6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -\n (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));\n dst[ 7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -\n (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));\n dst[ 8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -\n (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));\n dst[ 9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -\n (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));\n dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -\n (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));\n dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -\n (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));\n dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -\n (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));\n dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -\n (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));\n dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -\n (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));\n dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -\n (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat4): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat4, b: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(a: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n *\n * Note: If you pass `Infinity` for zFar then it will produce a projection matrix\n * returns -Infinity for Z when transforming coordinates with Z <= 0 and +Infinity for Z\n * otherwise.\n *\n * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).\n * @param aspect - The aspect ratio width / height.\n * @param zNear - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param zFar - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */\nexport function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n } else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix that transforms from\n * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y\n * and 0 to +1 in z.\n * @param left - Left side of the near clipping plane viewport.\n * @param right - Right side of the near clipping plane viewport.\n * @param bottom - Bottom of the near clipping plane viewport.\n * @param top - Top of the near clipping plane viewport.\n * @param near - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param far - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The orthographic projection matrix.\n */\nexport function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = near / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param left - The x coordinate of the left plane of the box.\n * @param right - The x coordinate of the right plane of the box.\n * @param bottom - The y coordinate of the bottom plane of the box.\n * @param top - The y coordinate of the right plane of the box.\n * @param near - The negative z coordinate of the near plane of the box.\n * @param far - The negative z coordinate of the far plane of the box.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The perspective projection matrix.\n */\nexport function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis: Vec3;\nlet yAxis: Vec3;\nlet zAxis: Vec3;\n\n/**\n * Computes a 4-by-4 aim transformation.\n *\n * This is a matrix which positions an object aiming down positive Z.\n * toward the target.\n *\n * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.\n *\n * @param position - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function aim(position: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(target, position, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = position[0]; dst[13] = position[1]; dst[14] = position[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 camera aim transformation.\n *\n * This is a matrix which positions an object aiming down negative Z.\n * toward the target.\n *\n * Note: this is the inverse of `lookAt`\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function cameraAim(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = eye[0]; dst[13] = eye[1]; dst[14] = eye[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 view transformation.\n *\n * This is a view matrix which transforms all other objects\n * to be in the space of the view defined by the parameters.\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The look-at matrix.\n */\nexport function lookAt(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = yAxis[0]; dst[ 2] = zAxis[0]; dst[ 3] = 0;\n dst[ 4] = xAxis[1]; dst[ 5] = yAxis[1]; dst[ 6] = zAxis[1]; dst[ 7] = 0;\n dst[ 8] = xAxis[2]; dst[ 9] = yAxis[2]; dst[10] = zAxis[2]; dst[11] = 0;\n\n dst[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);\n dst[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);\n dst[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = v[0]; dst[13] = v[1]; dst[14] = v[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationX(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = c; dst[ 6] = s; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = -s; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateX(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationY(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = 0; dst[ 2] = -s; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = s; dst[ 9] = 0; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateY(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationZ(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateZ(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport function axisRotation(axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle. (same as axisRotation)\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport const rotation = axisRotation;\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function axisRotate(m: Mat4, axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle. (same as rotate)\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport const rotate = axisRotate;\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = v[2]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.\n * @param s - the amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = s; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by a uniform scale.\n * @param m - The matrix to be modified.\n * @param s - The amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat4, s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n dst[ 3] = s * m[0 * 4 + 3];\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n dst[ 7] = s * m[1 * 4 + 3];\n dst[ 8] = s * m[2 * 4 + 0];\n dst[ 9] = s * m[2 * 4 + 1];\n dst[10] = s * m[2 * 4 + 2];\n dst[11] = s * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link quat.setDefaultType}.\n */\nexport type Quat = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Quat4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Quat4`. In other words you can do this\n *\n * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = quat4.create();\n * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let QuatType: new (n: number) => Quat = Float32Array;\n\n/**\n * Sets the type this library creates for a Quat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Quat4\n */\nexport function setDefaultType(ctor: new (n: number) => Quat) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\n}\n\n/**\n * Creates a quat4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Quat {\n const dst = new QuatType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Quat, create, setDefaultType, QuatType } from './quat';\nimport { Mat3 } from './mat3.js';\nimport { Mat4 } from './mat4.js';\nimport { Vec3 } from './vec3.js';\nimport * as vec3 from './vec3-impl.js';\n\nexport type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';\n\nexport default Quat;\nexport { create, setDefaultType };\n\n/**\n * Creates a Quat; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Quat\n * Also see {@link quat.create} and {@link quat.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Quat) {\n dst = dst || new QuatType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Sets a quaternion from the given angle and axis,\n * then returns it.\n *\n * @param axis - the axis to rotate around\n * @param angleInRadians - the angle\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The quaternion that represents the given axis and angle\n **/\nexport function fromAxisAngle(axis: Vec3, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\n\n dst[0] = s * axis[0];\n dst[1] = s * axis[1];\n dst[2] = s * axis[2];\n dst[3] = Math.cos(halfAngle);\n\n return dst;\n}\n\n/**\n * Gets the rotation axis and angle\n * @param q - quaternion to compute from\n * @param dst - Vec3 to hold result. If not passed in a new one is created.\n * @return angle and axis\n */\nexport function toAxisAngle(q: Quat, dst?: Vec3): { angle: number, axis: Vec3 } {\n dst = dst || vec3.create(4);\n\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > utils.EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n } else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return { angle, axis: dst };\n}\n\n/**\n * Returns the angle in degrees between two rotations a and b.\n * @param a - quaternion a\n * @param b - quaternion b\n * @return angle in radians between the two quaternions\n */\nexport function angle(a: Quat, b: Quat) {\n const d = dot(a, b);\n return Math.acos(2 * d * d - 1);\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function multiply(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n\n dst[0] = ax * bw + aw * bx + ay * bz - az * by;\n dst[1] = ay * bw + aw * by + az * bx - ax * bz;\n dst[2] = az * bw + aw * bz + ax * by - ay * bx;\n dst[3] = aw * bw - ax * bx - ay * by - az * bz;\n\n return dst;\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport const mul = multiply;\n\n/**\n * Rotates the given quaternion around the X axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateX(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qw * bx;\n dst[1] = qy * bw + qz * bx;\n dst[2] = qz * bw - qy * bx;\n dst[3] = qw * bw - qx * bx;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Y axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateY(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw - qz * by;\n dst[1] = qy * bw + qw * by;\n dst[2] = qz * bw + qx * by;\n dst[3] = qw * bw - qy * by;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Z axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateZ(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qy * bz;\n dst[1] = qy * bw - qx * bz;\n dst[2] = qz * bw + qw * bz;\n dst[3] = qw * bw - qz * bz;\n\n return dst;\n}\n\n/**\n * Spherically linear interpolate between two quaternions\n *\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function slerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n\n let scale0;\n let scale1;\n\n if (1.0 - cosOmega > utils.EPSILON) {\n const omega = Math.acos(cosOmega);\n const sinOmega = Math.sin(omega);\n scale0 = Math.sin((1 - t) * omega) / sinOmega;\n scale1 = Math.sin(t * omega) / sinOmega;\n } else {\n scale0 = 1.0 - t;\n scale1 = t;\n }\n\n dst[0] = scale0 * ax + scale1 * bx;\n dst[1] = scale0 * ay + scale1 * by;\n dst[2] = scale0 * az + scale1 * bz;\n dst[3] = scale0 * aw + scale1 * bw;\n\n return dst;\n}\n\n/**\n * Compute the inverse of a quaternion\n *\n * @param q - quaternion to compute the inverse of\n * @returns A quaternion that is the result of a * b\n */\nexport function inverse(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n\n return dst;\n}\n\n/**\n * Compute the conjugate of a quaternion\n * For quaternions with a magnitude of 1 (a unit quaternion)\n * this returns the same as the inverse but is faster to calculate.\n *\n * @param q - quaternion to compute the conjugate of.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The conjugate of q\n */\nexport function conjugate(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given rotation matrix.\n *\n * The created quaternion is not normalized.\n *\n * @param m - rotation matrix\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function fromMat(m: Mat3 | Mat4, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n /*\n 0 1 2\n 3 4 5\n 6 7 8\n\n 0 1 2\n 4 5 6\n 8 9 10\n */\n\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const trace = m[0] + m[5] + m[10];\n\n if (trace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n const root = Math.sqrt(trace + 1); // 2w\n dst[3] = 0.5 * root;\n const invRoot = 0.5 / root; // 1/(4w)\n\n dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n } else {\n // |w| <= 1/2\n let i = 0;\n\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n\n const root = Math.sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0);\n dst[i] = 0.5 * root;\n\n const invRoot = 0.5 / root;\n\n dst[3] = (m[j * 4 + k] - m[k * 4 + j]) * invRoot;\n dst[j] = (m[j * 4 + i] + m[i * 4 + j]) * invRoot;\n dst[k] = (m[k * 4 + i] + m[i * 4 + k]) * invRoot;\n }\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param xAngleInRadians - angle to rotate around X axis in radians.\n * @param yAngleInRadians - angle to rotate around Y axis in radians.\n * @param zAngleInRadians - angle to rotate around Z axis in radians.\n * @param order - order to apply euler angles\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion representing the same rotation as the euler angles applied in the given order\n */\nexport function fromEuler(\n xAngleInRadians: number,\n yAngleInRadians: number,\n zAngleInRadians: number,\n order: RotationOrder,\n dst?: Quat) {\n dst = dst || new QuatType(4);\n\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\n\n const sx = Math.sin(xHalfAngle);\n const cx = Math.cos(xHalfAngle);\n const sy = Math.sin(yHalfAngle);\n const cy = Math.cos(yHalfAngle);\n const sz = Math.sin(zHalfAngle);\n const cz = Math.cos(zHalfAngle);\n\n switch (order) {\n case 'xyz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'xzy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yxz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yzx':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zxy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zyx':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n\n return dst;\n}\n\n/**\n * Copies a quaternion. (same as {@link quat.clone})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is a copy of q\n */\nexport function copy(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Clones a quaternion. (same as {@link quat.copy})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A copy of q.\n */\nexport const clone = copy;\n\n/**\n * Adds two quaternions; assumes a and b have the same dimension.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the sum of a and b.\n */\nexport function add(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport function subtract(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Multiplies a quaternion by a scalar.\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function mulScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a quaternion by a scalar. (same as mulScalar)\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function divScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two quaternions\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns dot product\n */\nexport function dot(a: Quat, b: Quat): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Performs linear interpolation on two quaternions.\n * Given quaternions a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param t - Interpolation coefficient.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport function length(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport function lengthSq(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Divides a quaternion by its Euclidean length and returns the quotient.\n * @param v - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The normalized quaternion.\n */\nexport function normalize(v: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Check if 2 quaternions are approximately equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are approximately equal\n */\nexport function equalsApproximately(a: Quat, b: Quat): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 quaternions are exactly equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are exactly equal\n */\nexport function equals(a: Quat, b: Quat): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Creates an identity quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns an identity quaternion\n */\nexport function identity(dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n}\n\nlet tempVec3: Vec3;\nlet xUnitVec3: Vec3;\nlet yUnitVec3: Vec3;\n\n/**\n * Computes a quaternion to represent the shortest rotation from one vector to another.\n *\n * @param aUnit - the start vector\n * @param bUnit - the end vector\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function rotationTo(aUnit: Vec3, bUnit: Vec3, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempVec3 = tempVec3 || vec3.create();\n xUnitVec3 = xUnitVec3 || vec3.create(1, 0, 0);\n yUnitVec3 = yUnitVec3 || vec3.create(0, 1, 0);\n\n const dot = vec3.dot(aUnit, bUnit);\n if (dot < -0.999999) {\n vec3.cross(xUnitVec3, aUnit, tempVec3);\n if (vec3.len(tempVec3) < 0.000001) {\n vec3.cross(yUnitVec3, aUnit, tempVec3);\n }\n\n vec3.normalize(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n\n return dst;\n } else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n } else {\n vec3.cross(aUnit, bUnit, tempVec3);\n\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n\n return normalize(dst, dst);\n }\n}\n\nlet tempQuat1: Quat;\nlet tempQuat2: Quat;\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param c - the third quaternion\n * @param d - the fourth quaternion\n * @param t - Interpolation coefficient 0 to 1\n * @returns result\n */\nexport function sqlerp(\n a: Quat,\n b: Quat,\n c: Quat,\n d: Quat,\n t: number,\n dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec4.setDefaultType}.\n */\nexport type Vec4 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec4`. In other words you can do this\n *\n * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec4.create();\n * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec4 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec4\n */\nexport function setDefaultType(ctor: new (n: number) => Vec4) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Vec4 {\n const dst = new VecType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec4, create, setDefaultType, VecType } from './vec4';\nimport { Mat4 } from './mat4';\n\nexport default Vec4;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec4\n * Also see {@link vec4.create} and {@link vec4.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n dst[3] = Math.ceil(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n dst[3] = Math.floor(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n dst[3] = Math.round(v[3]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec4, min = 0, max = 1, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n dst[3] = Math.min(max, Math.max(min, v[3]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec4, b: Vec4, scale: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n dst[3] = a[3] + b[3] * scale;\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec4, b: Vec4): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec4, b: Vec4): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec4, b: Vec4, t: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec4, b: Vec4, t: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n dst[3] = a[3] + t[3] * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n dst[3] = Math.max(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n dst[3] = Math.min(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n dst[3] = 1 / v[3];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec4, b: Vec4): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return dx * dx + dy * dy + dz * dz + dw * dw;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec4.clone})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec4.copy})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n dst[3] = a[3] * b[3];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n dst[3] = a[3] / b[3];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec4 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec4 to store result. 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\ No newline at end of file +{"version":3,"file":"wgpu-matrix.js","sources":["../../../src/utils.ts","../../../src/vec2.ts","../../../src/vec3.ts","../../../src/vec2-impl.ts","../../../src/mat3-impl.ts","../../../src/vec3-impl.ts","../../../src/mat4-impl.ts","../../../src/quat.ts","../../../src/quat-impl.ts","../../../src/vec4.ts","../../../src/vec4-impl.ts","../../../src/wgpu-matrix.ts"],"sourcesContent":["/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nexport let EPSILON = 0.000001;\n\n/**\n * Set the value for EPSILON for various checks\n * @param v - Value to use for EPSILON.\n * @returns previous value of EPSILON;\n */\nexport function setEpsilon(v: number): number {\n const old = EPSILON;\n EPSILON = v;\n return old;\n}\n\n/**\n * Convert degrees to radians\n * @param degrees - Angle in degrees\n * @returns angle converted to radians\n */\nexport function degToRad(degrees: number): number {\n return degrees * Math.PI / 180;\n}\n\n/**\n * Convert radians to degrees\n * @param radians - Angle in radians\n * @returns angle converted to degrees\n */\nexport function radToDeg(radians: number): number {\n return radians * 180 / Math.PI;\n}\n\n/**\n * Lerps between a and b via t\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @returns a + (b - a) * t\n */\nexport function lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\n/**\n * Compute the opposite of lerp. Given a and b and a value between\n * a and b returns a value between 0 and 1. 0 if a, 1 if b.\n * Note: no clamping is done.\n * @param a - start value\n * @param b - end value\n * @param v - value between a and b\n * @returns (v - a) / (b - a)\n */\nexport function inverseLerp(a: number, b: number, v: number): number {\n const d = b - a;\n return (Math.abs(b - a) < EPSILON)\n ? a\n : (v - a) / d;\n}\n\n/**\n * Compute the euclidean modulo\n *\n * ```\n * // table for n / 3\n * -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5 <- n\n * ------------------------------------\n * -2 -1 -0 -2 -1 0, 1, 2, 0, 1, 2 <- n % 3\n * 1 2 0 1 2 0, 1, 2, 0, 1, 2 <- euclideanModule(n, 3)\n * ```\n *\n * @param n - dividend\n * @param m - divisor\n * @returns the euclidean modulo of n / m\n */\nexport function euclideanModulo(n: number, m: number) {\n return ((n % m) + m) % m;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 2 values, Float32Array with 2 values, or a Float64Array with 2 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec2.setDefaultType}.\n */\nexport type Vec2 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec2 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new Vec2. In other words you can do this\n *\n * const v = vec2.cross(v1, v2); // Creates a new Vec2 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec2.create();\n * vec2.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec2.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec2 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec2\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec2\n */\nexport function setDefaultType(ctor: new (n: number) => Vec2) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values.\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Vec2's specified type\n * it would be faster to use\n *\n * ```\n * const v = vec2.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Vec2Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `vec2.create` is usually used\n * to create a Vec2 to be filled out as in\n *\n * ```\n * const sum = vec2.create();\n * vec2.add(v1, v2, sum);\n * ```\n *\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport function create(x = 0, y = 0): Vec2 {\n const dst = new VecType(2);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n }\n }\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec3.setDefaultType}.\n */\nexport type Vec3 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec3 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec3`. In other words you can do this\n *\n * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec3.create();\n * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec3 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec3\n */\nexport function setDefaultType(ctor: new (n: number) => Vec3) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number): Vec3 {\n const dst = new VecType(3);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Vec2, create, setDefaultType, VecType } from './vec2';\nimport { Vec3, VecType as Vec3Type } from './vec3';\n\nexport default Vec2;\nexport { create, setDefaultType };\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec2\n * Also see {@link vec2.create} and {@link vec2.copy}\n *\n * @param x first value\n * @param y second value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = x;\n dst[1] = y;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec2, min = 0, max = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec2, b: Vec2, scale: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec2, b: Vec2): number {\n const ax = a[0];\n const ay = a[1];\n const bx = b[0];\n const by = b[1];\n const mag1 = Math.sqrt(ax * ax + ay * ay);\n const mag2 = Math.sqrt(bx * bx + by * by);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec2, b: Vec2): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec2, b: Vec2): boolean {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec2, b: Vec2, t: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec2, b: Vec2, t: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec2, b: Vec2, dst?: Vec3): Vec3 {\n dst = dst || new Vec3Type(3);\n const z = a[0] * b[1] - a[1] * b[0];\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec2, b: Vec2): number {\n return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return Math.sqrt(dx * dx + dy * dy);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec2.clone})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0];\n dst[1] = v[1];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec2.copy})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random unit vector * scale\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 0;\n dst[1] = 0;\n\n return dst;\n}\n\n\n/**\n * transform Vec2 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec2, m: Mat4, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n\n return dst;\n}\n\n/**\n * Transforms vec4 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec2, m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n\n return dst;\n}\n\n/**\n * Rotate a 2D vector\n *\n * @param a The vec2 point to rotate\n * @param b The origin of the rotation\n * @param rad The angle of rotation in radians\n * @returns the rotated vector\n */\nexport function rotate(a: Vec2, b: Vec2, rad: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n //perform rotation and translate to correct position\n dst[0] = p0 * cosC - p1 * sinC + b[0];\n dst[1] = p0 * sinC + p1 * cosC + b[1];\n\n return dst;\n}\n\n/**\n * Treat a 2D vector as a direction and set it's length\n *\n * @param a The vec2 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec2, len: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec2 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec2, maxLen: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n return lerp(a, b, 0.5, dst);\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport { Quat } from './quat';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport Vec2, * as vec2 from './vec2-impl';\n\nexport default Mat3;\n\nexport type Mat3LikeCtor = new (n: number) => Mat3;\n\n/**\n * 3x3 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat3.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat3.create();\n * mat3.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat3.identity();\n * const trans = mat3.translation([1, 2, 3]);\n * mat3.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat3LikeCtor = Float32Array;\n\n// This mess is because with Mat3 we have 3 unused elements.\n// For Float32Array and Float64Array that's not an issue\n// but for Array it's troublesome\nconst ctorMap = new Map Mat3>([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3: () => Mat3 = ctorMap.get(Float32Array)!;\n\n/**\n * Sets the type this library creates for a Mat3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat3\n */\nexport function setDefaultType(ctor: new (n: number) => Mat3) {\n const oldType = MatType;\n MatType = ctor;\n newMat3 = ctorMap.get(ctor)!;\n return oldType;\n}\n\n/**\n * Create a Mat3 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat3's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat3.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat3Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat3.create` is usually used\n * to create a Mat3 to be filled out as in\n *\n * ```\n * const m = mat3.create();\n * mat3.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @returns matrix created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number,\n v3?: number, v4?: number, v5?: number,\n v6?: number, v7?: number, v8?: number): Mat3 {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\n\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[4] = v3;\n if (v4 !== undefined) {\n dst[5] = v4;\n if (v5 !== undefined) {\n dst[6] = v5;\n if (v6 !== undefined) {\n dst[8] = v6;\n if (v7 !== undefined) {\n dst[9] = v7;\n if (v8 !== undefined) {\n dst[10] = v8;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n return dst;\n}\n\n/**\n * Sets the values of a Mat3\n * Also see {@link mat3.create} and {@link mat3.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 set from values.\n */\nexport function set(\n v0: number, v1: number, v2: number,\n v3: number, v4: number, v5: number,\n v6: number, v7: number, v8: number, dst?: Mat3) {\n dst = dst || newMat3();\n\n dst[0] = v0; dst[1] = v1; dst[ 2] = v2; dst[ 3] = 0;\n dst[4] = v3; dst[5] = v4; dst[ 6] = v5; dst[ 7] = 0;\n dst[8] = v6; dst[9] = v7; dst[10] = v8; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Creates a Mat3 from the upper left 3x3 part of a Mat4\n * @param m4 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from m4\n */\nexport function fromMat4(m4: Mat4, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n dst[0] = m4[0]; dst[1] = m4[1]; dst[ 2] = m4[ 2]; dst[ 3] = 0;\n dst[4] = m4[4]; dst[5] = m4[5]; dst[ 6] = m4[ 6]; dst[ 7] = 0;\n dst[8] = m4[8]; dst[9] = m4[9]; dst[10] = m4[10]; dst[11] = 0;\n return dst;\n}\n\n/**\n * Creates a Mat3 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat3.clone})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat3.copy})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat3, b: Mat3): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat3, b: Mat3): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10];\n}\n\n/**\n * Creates a 3-by-3 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 3-by-3 identity matrix.\n */\nexport function identity(dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n if (dst === m) {\n let t: number;\n\n // 0 1 2\n // 4 5 6\n // 8 9 10\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\n\n dst[ 0] = b01 * invDet;\n dst[ 1] = (-m22 * m01 + m02 * m21) * invDet;\n dst[ 2] = ( m12 * m01 - m02 * m11) * invDet;\n dst[ 4] = b11 * invDet;\n dst[ 5] = ( m22 * m00 - m02 * m20) * invDet;\n dst[ 6] = (-m12 * m00 + m02 * m10) * invDet;\n dst[ 8] = b21 * invDet;\n dst[ 9] = (-m21 * m00 + m01 * m20) * invDet;\n dst[10] = ( m11 * m00 - m01 * m10) * invDet;\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat3): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat3, b: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22;\n\n return dst;\n}\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 3-by-3 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n }\n dst[ 8] = v[0];\n dst[ 9] = v[1];\n dst[10] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 3-by-3 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\n}\n\n/**\n * Returns an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y,\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat3, axis: number, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\n}\n\n/**\n * Sets an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(m: Mat3, v: Vec2, axis: number, dst?: Mat3): Mat3 {\n if (dst !== m) {\n dst = copy(m, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which translates by the given vector v.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = v[0]; dst[ 9] = v[1]; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 3-by-3 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n }\n\n dst[ 8] = m00 * v0 + m10 * v1 + m20;\n dst[ 9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which rotates by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotation(angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 3-by-3 matrix by the given angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotate(m: Mat3, angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * 2 entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of 2 entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales uniformly in each dimension\n * @param s - Amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given.\n * @param m - The matrix to be modified.\n * @param s - Amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat3, s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec3, create, setDefaultType, VecType } from './vec3';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\n\nexport default Vec3;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec3\n * Also see {@link vec3.create} and {@link vec3.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec3, min = 0, max = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec3, b: Vec3, scale: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec3, b: Vec3): number {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const mag1 = Math.sqrt(ax * ax + ay * ay + az * az);\n const mag2 = Math.sqrt(bx * bx + by * by + bz * bz);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec3, b: Vec3): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec3, b: Vec3): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec3, b: Vec3, t: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec3, b: Vec3, t: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec3, b: Vec3): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return v0 * v0 + v1 * v1 + v2 * v2;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec3.clone})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec3.copy})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random vector\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const angle = Math.random() * 2 * Math.PI;\n const z = Math.random() * 2 - 1;\n const zScale = Math.sqrt(1 - z * z) * scale;\n dst[0] = Math.cos(angle) * zScale;\n dst[1] = Math.sin(angle) * zScale;\n dst[2] = z * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec3 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1;\n\n dst[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n dst[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n dst[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n\n return dst;\n}\n\n/**\n * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.\n * @param v - The direction.\n * @param m - The matrix.\n * @param dst - optional Vec3 to store result. If not passed a new one is created.\n * @returns The transformed vector.\n */\nexport function transformMat4Upper3x3(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec3, m: Mat3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n dst[0] = x * m[0] + y * m[4] + z * m[8];\n dst[1] = x * m[1] + y * m[5] + z * m[9];\n dst[2] = x * m[2] + y * m[6] + z * m[10];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by Quaternion\n * @param v - the vector to transform\n * @param q - the quaternion to transform by\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed\n */\nexport function transformQuat(v: Vec3, q: Quat, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\n\n dst[0] = x + uvX * w2 + (qy * uvZ - qz * uvY) * 2;\n dst[1] = y + uvY * w2 + (qz * uvX - qx * uvZ) * 2;\n dst[2] = z + uvZ * w2 + (qx * uvY - qy * uvX) * 2;\n\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec3) {\n dst = dst || new VecType(3);\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst: Vec3) {\n dst = dst || new VecType(3);\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateX(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateY(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns {vec3} out\n */\nexport function rotateZ(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Treat a 3D vector as a direction and set it's length\n *\n * @param a The vec3 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec3, len: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec3 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec3, maxLen: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n return lerp(a, b, 0.5, dst);\n}\n","\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\nimport Vec3, * as vec3 from './vec3-impl';\nimport * as utils from './utils';\n\nexport default Mat4;\n\nexport type Mat4LikeCtor = new (n: number) => Mat4;\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat4.create();\n * mat4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat4.identity();\n * const trans = mat4.translation([1, 2, 3]);\n * mat4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat4LikeCtor = Float32Array;\n\n/**\n * Sets the type this library creates for a Mat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat4\n */\nexport function setDefaultType(ctor: new (n: number) => Mat4) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Create a Mat4 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat4's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat4.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat4Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat4.create` is usually used\n * to create a Mat4 to be filled out as in\n *\n * ```\n * const m = mat4.create();\n * mat4.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @returns created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number, v3?: number,\n v4?: number, v5?: number, v6?: number, v7?: number,\n v8?: number, v9?: number, v10?: number, v11?: number,\n v12?: number, v13?: number, v14?: number, v15?: number): Mat4 {\n const dst = new MatType(16);\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[3] = v3;\n if (v4 !== undefined) {\n dst[4] = v4;\n if (v5 !== undefined) {\n dst[5] = v5;\n if (v6 !== undefined) {\n dst[6] = v6;\n if (v7 !== undefined) {\n dst[7] = v7;\n if (v8 !== undefined) {\n dst[8] = v8;\n if (v9 !== undefined) {\n dst[9] = v9;\n if (v10 !== undefined) {\n dst[10] = v10;\n if (v11 !== undefined) {\n dst[11] = v11;\n if (v12 !== undefined) {\n dst[12] = v12;\n if (v13 !== undefined) {\n dst[13] = v13;\n if (v14 !== undefined) {\n dst[14] = v14;\n if (v15 !== undefined) {\n dst[15] = v15;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n return dst;\n}\n\n/**\n * Sets the values of a Mat4\n * Also see {@link mat4.create} and {@link mat4.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 created from values.\n */\nexport function set(\n v0: number, v1: number, v2: number, v3: number,\n v4: number, v5: number, v6: number, v7: number,\n v8: number, v9: number, v10: number, v11: number,\n v12: number, v13: number, v14: number, v15: number,\n dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v0; dst[ 1] = v1; dst[ 2] = v2; dst[ 3] = v3;\n dst[ 4] = v4; dst[ 5] = v5; dst[ 6] = v6; dst[ 7] = v7;\n dst[ 8] = v8; dst[ 9] = v9; dst[10] = v10; dst[11] = v11;\n dst[12] = v12; dst[13] = v13; dst[14] = v14; dst[15] = v15;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 from a Mat3\n * @param m3 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from m3\n */\nexport function fromMat3(m3: Mat3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m3[0]; dst[ 1] = m3[1]; dst[ 2] = m3[ 2]; dst[ 3] = 0;\n dst[ 4] = m3[4]; dst[ 5] = m3[5]; dst[ 6] = m3[ 6]; dst[ 7] = 0;\n dst[ 8] = m3[8]; dst[ 9] = m3[9]; dst[10] = m3[10]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2]; dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6]; dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10]; dst[11] = -m[11];\n dst[12] = -m[12]; dst[13] = -m[13]; dst[14] = -m[14]; dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat4.clone})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2]; dst[ 3] = m[ 3];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6]; dst[ 7] = m[ 7];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10]; dst[11] = m[11];\n dst[12] = m[12]; dst[13] = m[13]; dst[14] = m[14]; dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat4.copy})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat4, b: Mat4): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 3] - b[ 3]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 7] - b[ 7]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON &&\n Math.abs(a[11] - b[11]) < utils.EPSILON &&\n Math.abs(a[12] - b[12]) < utils.EPSILON &&\n Math.abs(a[13] - b[13]) < utils.EPSILON &&\n Math.abs(a[14] - b[14]) < utils.EPSILON &&\n Math.abs(a[15] - b[15]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat4, b: Mat4): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 3] === b[ 3] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 7] === b[ 7] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10] &&\n a[11] === b[11] &&\n a[12] === b[12] &&\n a[13] === b[13] &&\n a[14] === b[14] &&\n a[15] === b[15];\n}\n\n/**\n * Creates a 4-by-4 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 4-by-4 identity matrix.\n */\nexport function identity(dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20; dst[ 3] = m30;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21; dst[ 7] = m31;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22; dst[11] = m32;\n dst[12] = m03; dst[13] = m13; dst[14] = m23; dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n const tmp12 = m20 * m31;\n const tmp13 = m30 * m21;\n const tmp14 = m10 * m31;\n const tmp15 = m30 * m11;\n const tmp16 = m10 * m21;\n const tmp17 = m20 * m11;\n const tmp18 = m00 * m31;\n const tmp19 = m30 * m01;\n const tmp20 = m00 * m21;\n const tmp21 = m20 * m01;\n const tmp22 = m00 * m11;\n const tmp23 = m10 * m01;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -\n (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));\n dst[ 5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -\n (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));\n dst[ 6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -\n (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));\n dst[ 7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -\n (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));\n dst[ 8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -\n (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));\n dst[ 9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -\n (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));\n dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -\n (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));\n dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -\n (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));\n dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -\n (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));\n dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -\n (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));\n dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -\n (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));\n dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -\n (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat4): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat4, b: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(a: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n *\n * Note: If you pass `Infinity` for zFar then it will produce a projection matrix\n * returns -Infinity for Z when transforming coordinates with Z <= 0 and +Infinity for Z\n * otherwise.\n *\n * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).\n * @param aspect - The aspect ratio width / height.\n * @param zNear - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param zFar - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */\nexport function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n } else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix that transforms from\n * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y\n * and 0 to +1 in z.\n * @param left - Left side of the near clipping plane viewport.\n * @param right - Right side of the near clipping plane viewport.\n * @param bottom - Bottom of the near clipping plane viewport.\n * @param top - Top of the near clipping plane viewport.\n * @param near - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param far - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The orthographic projection matrix.\n */\nexport function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = near / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param left - The x coordinate of the left plane of the box.\n * @param right - The x coordinate of the right plane of the box.\n * @param bottom - The y coordinate of the bottom plane of the box.\n * @param top - The y coordinate of the right plane of the box.\n * @param near - The negative z coordinate of the near plane of the box.\n * @param far - The negative z coordinate of the far plane of the box.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The perspective projection matrix.\n */\nexport function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis: Vec3;\nlet yAxis: Vec3;\nlet zAxis: Vec3;\n\n/**\n * Computes a 4-by-4 aim transformation.\n *\n * This is a matrix which positions an object aiming down positive Z.\n * toward the target.\n *\n * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.\n *\n * @param position - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function aim(position: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(target, position, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = position[0]; dst[13] = position[1]; dst[14] = position[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 camera aim transformation.\n *\n * This is a matrix which positions an object aiming down negative Z.\n * toward the target.\n *\n * Note: this is the inverse of `lookAt`\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function cameraAim(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = eye[0]; dst[13] = eye[1]; dst[14] = eye[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 view transformation.\n *\n * This is a view matrix which transforms all other objects\n * to be in the space of the view defined by the parameters.\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The look-at matrix.\n */\nexport function lookAt(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = yAxis[0]; dst[ 2] = zAxis[0]; dst[ 3] = 0;\n dst[ 4] = xAxis[1]; dst[ 5] = yAxis[1]; dst[ 6] = zAxis[1]; dst[ 7] = 0;\n dst[ 8] = xAxis[2]; dst[ 9] = yAxis[2]; dst[10] = zAxis[2]; dst[11] = 0;\n\n dst[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);\n dst[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);\n dst[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = v[0]; dst[13] = v[1]; dst[14] = v[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationX(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = c; dst[ 6] = s; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = -s; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateX(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationY(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = 0; dst[ 2] = -s; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = s; dst[ 9] = 0; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateY(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationZ(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateZ(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport function axisRotation(axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle. (same as axisRotation)\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport const rotation = axisRotation;\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function axisRotate(m: Mat4, axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle. (same as rotate)\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport const rotate = axisRotate;\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = v[2]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.\n * @param s - the amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = s; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by a uniform scale.\n * @param m - The matrix to be modified.\n * @param s - The amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat4, s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n dst[ 3] = s * m[0 * 4 + 3];\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n dst[ 7] = s * m[1 * 4 + 3];\n dst[ 8] = s * m[2 * 4 + 0];\n dst[ 9] = s * m[2 * 4 + 1];\n dst[10] = s * m[2 * 4 + 2];\n dst[11] = s * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link quat.setDefaultType}.\n */\nexport type Quat = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Quat4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Quat4`. In other words you can do this\n *\n * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = quat4.create();\n * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let QuatType: new (n: number) => Quat = Float32Array;\n\n/**\n * Sets the type this library creates for a Quat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Quat4\n */\nexport function setDefaultType(ctor: new (n: number) => Quat) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\n}\n\n/**\n * Creates a quat4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Quat {\n const dst = new QuatType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Quat, create, setDefaultType, QuatType } from './quat';\nimport { Mat3 } from './mat3.js';\nimport { Mat4 } from './mat4.js';\nimport { Vec3 } from './vec3.js';\nimport * as vec3 from './vec3-impl.js';\n\nexport type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';\n\nexport default Quat;\nexport { create, setDefaultType };\n\n/**\n * Creates a Quat; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Quat\n * Also see {@link quat.create} and {@link quat.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Quat) {\n dst = dst || new QuatType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Sets a quaternion from the given angle and axis,\n * then returns it.\n *\n * @param axis - the axis to rotate around\n * @param angleInRadians - the angle\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The quaternion that represents the given axis and angle\n **/\nexport function fromAxisAngle(axis: Vec3, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\n\n dst[0] = s * axis[0];\n dst[1] = s * axis[1];\n dst[2] = s * axis[2];\n dst[3] = Math.cos(halfAngle);\n\n return dst;\n}\n\n/**\n * Gets the rotation axis and angle\n * @param q - quaternion to compute from\n * @param dst - Vec3 to hold result. If not passed in a new one is created.\n * @return angle and axis\n */\nexport function toAxisAngle(q: Quat, dst?: Vec3): { angle: number, axis: Vec3 } {\n dst = dst || vec3.create(4);\n\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > utils.EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n } else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return { angle, axis: dst };\n}\n\n/**\n * Returns the angle in degrees between two rotations a and b.\n * @param a - quaternion a\n * @param b - quaternion b\n * @return angle in radians between the two quaternions\n */\nexport function angle(a: Quat, b: Quat) {\n const d = dot(a, b);\n return Math.acos(2 * d * d - 1);\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function multiply(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n\n dst[0] = ax * bw + aw * bx + ay * bz - az * by;\n dst[1] = ay * bw + aw * by + az * bx - ax * bz;\n dst[2] = az * bw + aw * bz + ax * by - ay * bx;\n dst[3] = aw * bw - ax * bx - ay * by - az * bz;\n\n return dst;\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport const mul = multiply;\n\n/**\n * Rotates the given quaternion around the X axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateX(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qw * bx;\n dst[1] = qy * bw + qz * bx;\n dst[2] = qz * bw - qy * bx;\n dst[3] = qw * bw - qx * bx;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Y axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateY(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw - qz * by;\n dst[1] = qy * bw + qw * by;\n dst[2] = qz * bw + qx * by;\n dst[3] = qw * bw - qy * by;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Z axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateZ(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qy * bz;\n dst[1] = qy * bw - qx * bz;\n dst[2] = qz * bw + qw * bz;\n dst[3] = qw * bw - qz * bz;\n\n return dst;\n}\n\n/**\n * Spherically linear interpolate between two quaternions\n *\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function slerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n\n let scale0;\n let scale1;\n\n if (1.0 - cosOmega > utils.EPSILON) {\n const omega = Math.acos(cosOmega);\n const sinOmega = Math.sin(omega);\n scale0 = Math.sin((1 - t) * omega) / sinOmega;\n scale1 = Math.sin(t * omega) / sinOmega;\n } else {\n scale0 = 1.0 - t;\n scale1 = t;\n }\n\n dst[0] = scale0 * ax + scale1 * bx;\n dst[1] = scale0 * ay + scale1 * by;\n dst[2] = scale0 * az + scale1 * bz;\n dst[3] = scale0 * aw + scale1 * bw;\n\n return dst;\n}\n\n/**\n * Compute the inverse of a quaternion\n *\n * @param q - quaternion to compute the inverse of\n * @returns A quaternion that is the result of a * b\n */\nexport function inverse(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n\n return dst;\n}\n\n/**\n * Compute the conjugate of a quaternion\n * For quaternions with a magnitude of 1 (a unit quaternion)\n * this returns the same as the inverse but is faster to calculate.\n *\n * @param q - quaternion to compute the conjugate of.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The conjugate of q\n */\nexport function conjugate(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given rotation matrix.\n *\n * The created quaternion is not normalized.\n *\n * @param m - rotation matrix\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function fromMat(m: Mat3 | Mat4, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n /*\n 0 1 2\n 3 4 5\n 6 7 8\n\n 0 1 2\n 4 5 6\n 8 9 10\n */\n\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const trace = m[0] + m[5] + m[10];\n\n if (trace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n const root = Math.sqrt(trace + 1); // 2w\n dst[3] = 0.5 * root;\n const invRoot = 0.5 / root; // 1/(4w)\n\n dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n } else {\n // |w| <= 1/2\n let i = 0;\n\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n\n const root = Math.sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0);\n dst[i] = 0.5 * root;\n\n const invRoot = 0.5 / root;\n\n dst[3] = (m[j * 4 + k] - m[k * 4 + j]) * invRoot;\n dst[j] = (m[j * 4 + i] + m[i * 4 + j]) * invRoot;\n dst[k] = (m[k * 4 + i] + m[i * 4 + k]) * invRoot;\n }\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param xAngleInRadians - angle to rotate around X axis in radians.\n * @param yAngleInRadians - angle to rotate around Y axis in radians.\n * @param zAngleInRadians - angle to rotate around Z axis in radians.\n * @param order - order to apply euler angles\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion representing the same rotation as the euler angles applied in the given order\n */\nexport function fromEuler(\n xAngleInRadians: number,\n yAngleInRadians: number,\n zAngleInRadians: number,\n order: RotationOrder,\n dst?: Quat) {\n dst = dst || new QuatType(4);\n\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\n\n const sx = Math.sin(xHalfAngle);\n const cx = Math.cos(xHalfAngle);\n const sy = Math.sin(yHalfAngle);\n const cy = Math.cos(yHalfAngle);\n const sz = Math.sin(zHalfAngle);\n const cz = Math.cos(zHalfAngle);\n\n switch (order) {\n case 'xyz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'xzy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yxz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yzx':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zxy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zyx':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n\n return dst;\n}\n\n/**\n * Copies a quaternion. (same as {@link quat.clone})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is a copy of q\n */\nexport function copy(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Clones a quaternion. (same as {@link quat.copy})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A copy of q.\n */\nexport const clone = copy;\n\n/**\n * Adds two quaternions; assumes a and b have the same dimension.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the sum of a and b.\n */\nexport function add(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport function subtract(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Multiplies a quaternion by a scalar.\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function mulScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a quaternion by a scalar. (same as mulScalar)\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function divScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two quaternions\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns dot product\n */\nexport function dot(a: Quat, b: Quat): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Performs linear interpolation on two quaternions.\n * Given quaternions a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param t - Interpolation coefficient.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport function length(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport function lengthSq(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Divides a quaternion by its Euclidean length and returns the quotient.\n * @param v - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The normalized quaternion.\n */\nexport function normalize(v: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Check if 2 quaternions are approximately equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are approximately equal\n */\nexport function equalsApproximately(a: Quat, b: Quat): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 quaternions are exactly equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are exactly equal\n */\nexport function equals(a: Quat, b: Quat): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Creates an identity quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns an identity quaternion\n */\nexport function identity(dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n}\n\nlet tempVec3: Vec3;\nlet xUnitVec3: Vec3;\nlet yUnitVec3: Vec3;\n\n/**\n * Computes a quaternion to represent the shortest rotation from one vector to another.\n *\n * @param aUnit - the start vector\n * @param bUnit - the end vector\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function rotationTo(aUnit: Vec3, bUnit: Vec3, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempVec3 = tempVec3 || vec3.create();\n xUnitVec3 = xUnitVec3 || vec3.create(1, 0, 0);\n yUnitVec3 = yUnitVec3 || vec3.create(0, 1, 0);\n\n const dot = vec3.dot(aUnit, bUnit);\n if (dot < -0.999999) {\n vec3.cross(xUnitVec3, aUnit, tempVec3);\n if (vec3.len(tempVec3) < 0.000001) {\n vec3.cross(yUnitVec3, aUnit, tempVec3);\n }\n\n vec3.normalize(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n\n return dst;\n } else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n } else {\n vec3.cross(aUnit, bUnit, tempVec3);\n\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n\n return normalize(dst, dst);\n }\n}\n\nlet tempQuat1: Quat;\nlet tempQuat2: Quat;\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param c - the third quaternion\n * @param d - the fourth quaternion\n * @param t - Interpolation coefficient 0 to 1\n * @returns result\n */\nexport function sqlerp(\n a: Quat,\n b: Quat,\n c: Quat,\n d: Quat,\n t: number,\n dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec4.setDefaultType}.\n */\nexport type Vec4 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec4`. In other words you can do this\n *\n * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec4.create();\n * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec4 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec4\n */\nexport function setDefaultType(ctor: new (n: number) => Vec4) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Vec4 {\n const dst = new VecType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec4, create, setDefaultType, VecType } from './vec4';\nimport { Mat4 } from './mat4';\n\nexport default Vec4;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec4\n * Also see {@link vec4.create} and {@link vec4.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n dst[3] = Math.ceil(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n dst[3] = Math.floor(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n dst[3] = Math.round(v[3]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec4, min = 0, max = 1, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n dst[3] = Math.min(max, Math.max(min, v[3]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec4, b: Vec4, scale: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n dst[3] = a[3] + b[3] * scale;\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec4, b: Vec4): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec4, b: Vec4): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec4, b: Vec4, t: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec4, b: Vec4, t: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n dst[3] = a[3] + t[3] * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n dst[3] = Math.max(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n dst[3] = Math.min(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n dst[3] = 1 / v[3];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec4, b: Vec4): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return dx * dx + dy * dy + dz * dz + dw * dw;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec4.clone})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec4.copy})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n dst[3] = a[3] * b[3];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n dst[3] = a[3] / b[3];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec4 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec4 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec4, m: Mat4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = v[3];\n\n dst[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;\n dst[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;\n dst[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n dst[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\n return dst;\n}\n\n\n/**\n * Treat a 4D vector as a direction and set it's length\n *\n * @param a The vec4 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec4, len: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec4 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec4, maxLen: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n return lerp(a, b, 0.5, dst);\n}\n","import Mat3, * as mat3 from './mat3-impl';\nimport Mat4, * as mat4 from './mat4-impl';\nimport Quat, * as quat from './quat-impl';\nimport Vec2, * as vec2 from './vec2-impl';\nimport Vec3, * as vec3 from './vec3-impl';\nimport Vec4, * as vec4 from './vec4-impl';\nimport * as utils from './utils';\n\n/**\n * Sets the type this library creates for all types\n *\n * example:\n *\n * ```\n * setDefaultType(Float64Array);\n * ```\n *\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n */\nexport function setDefaultType(ctor: new (n: number) => Float32Array | Float64Array | number[]) {\n mat3.setDefaultType(ctor);\n mat4.setDefaultType(ctor);\n quat.setDefaultType(ctor);\n vec2.setDefaultType(ctor);\n vec3.setDefaultType(ctor);\n vec4.setDefaultType(ctor);\n}\n\nexport {\n Mat3,\n mat3,\n Mat4,\n mat4,\n Quat,\n quat,\n utils,\n Vec2,\n vec2,\n Vec3,\n vec3,\n Vec4,\n 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b=a[1],c=a[2],d=a[5],e=a[6],f=a[9],g=a[10];return a[0]* +(d*g-f*e)-a[4]*(b*g-f*c)+a[8]*(b*e-d*c)},equals:function(a,b){return a[0]===b[0]&&a[1]===b[1]&&a[2]===b[2]&&a[4]===b[4]&&a[5]===b[5]&&a[6]===b[6]&&a[8]===b[8]&&a[9]===b[9]&&a[10]===b[10]},equalsApproximately:function(a,b){return Math.abs(a[0]-b[0]) Vec2 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec2\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec2\n */\nexport function setDefaultType(ctor: new (n: number) => Vec2) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values.\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Vec2's specified type\n * it would be faster to use\n *\n * ```\n * const v = vec2.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Vec2Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `vec2.create` is usually used\n * to create a Vec2 to be filled out as in\n *\n * ```\n * const sum = vec2.create();\n * vec2.add(v1, v2, sum);\n * ```\n *\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport function create(x = 0, y = 0): Vec2 {\n const dst = new VecType(2);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n }\n }\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec3.setDefaultType}.\n */\nexport type Vec3 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec3 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec3`. In other words you can do this\n *\n * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec3.create();\n * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec3 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec3\n */\nexport function setDefaultType(ctor: new (n: number) => Vec3) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number): Vec3 {\n const dst = new VecType(3);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Vec2, create, setDefaultType, VecType } from './vec2';\nimport { Vec3, VecType as Vec3Type } from './vec3';\n\nexport default Vec2;\nexport { create, setDefaultType };\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec2\n * Also see {@link vec2.create} and {@link vec2.copy}\n *\n * @param x first value\n * @param y second value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = x;\n dst[1] = y;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec2, min = 0, max = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec2, b: Vec2, scale: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec2, b: Vec2): number {\n const ax = a[0];\n const ay = a[1];\n const bx = b[0];\n const by = b[1];\n const mag1 = Math.sqrt(ax * ax + ay * ay);\n const mag2 = Math.sqrt(bx * bx + by * by);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec2, b: Vec2): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec2, b: Vec2): boolean {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec2, b: Vec2, t: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec2, b: Vec2, t: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec2, b: Vec2, dst?: Vec3): Vec3 {\n dst = dst || new Vec3Type(3);\n const z = a[0] * b[1] - a[1] * b[0];\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec2, b: Vec2): number {\n return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return Math.sqrt(dx * dx + dy * dy);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec2.clone})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0];\n dst[1] = v[1];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec2.copy})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random unit vector * scale\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 0;\n dst[1] = 0;\n\n return dst;\n}\n\n\n/**\n * transform Vec2 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec2, m: Mat4, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n\n return dst;\n}\n\n/**\n * Transforms vec4 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec2, m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n\n return dst;\n}\n\n/**\n * Rotate a 2D vector\n *\n * @param a The vec2 point to rotate\n * @param b The origin of the rotation\n * @param rad The angle of rotation in radians\n * @returns the rotated vector\n */\nexport function rotate(a: Vec2, b: Vec2, rad: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n //perform rotation and translate to correct position\n dst[0] = p0 * cosC - p1 * sinC + b[0];\n dst[1] = p0 * sinC + p1 * cosC + b[1];\n\n return dst;\n}\n\n/**\n * Treat a 2D vector as a direction and set it's length\n *\n * @param a The vec2 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec2, len: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec2 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec2, maxLen: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n return lerp(a, b, 0.5, dst);\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport { Quat } from './quat';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport Vec2, * as vec2 from './vec2-impl';\n\nexport default Mat3;\n\nexport type Mat3LikeCtor = new (n: number) => Mat3;\n\n/**\n * 3x3 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat3.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat3.create();\n * mat3.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat3.identity();\n * const trans = mat3.translation([1, 2, 3]);\n * mat3.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat3LikeCtor = Float32Array;\n\n// This mess is because with Mat3 we have 3 unused elements.\n// For Float32Array and Float64Array that's not an issue\n// but for Array it's troublesome\nconst ctorMap = new Map Mat3>([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3: () => Mat3 = ctorMap.get(Float32Array)!;\n\n/**\n * Sets the type this library creates for a Mat3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat3\n */\nexport function setDefaultType(ctor: new (n: number) => Mat3) {\n const oldType = MatType;\n MatType = ctor;\n newMat3 = ctorMap.get(ctor)!;\n return oldType;\n}\n\n/**\n * Create a Mat3 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat3's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat3.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat3Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat3.create` is usually used\n * to create a Mat3 to be filled out as in\n *\n * ```\n * const m = mat3.create();\n * mat3.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @returns matrix created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number,\n v3?: number, v4?: number, v5?: number,\n v6?: number, v7?: number, v8?: number): Mat3 {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\n\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[4] = v3;\n if (v4 !== undefined) {\n dst[5] = v4;\n if (v5 !== undefined) {\n dst[6] = v5;\n if (v6 !== undefined) {\n dst[8] = v6;\n if (v7 !== undefined) {\n dst[9] = v7;\n if (v8 !== undefined) {\n dst[10] = v8;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n return dst;\n}\n\n/**\n * Sets the values of a Mat3\n * Also see {@link mat3.create} and {@link mat3.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 set from values.\n */\nexport function set(\n v0: number, v1: number, v2: number,\n v3: number, v4: number, v5: number,\n v6: number, v7: number, v8: number, dst?: Mat3) {\n dst = dst || newMat3();\n\n dst[0] = v0; dst[1] = v1; dst[ 2] = v2; dst[ 3] = 0;\n dst[4] = v3; dst[5] = v4; dst[ 6] = v5; dst[ 7] = 0;\n dst[8] = v6; dst[9] = v7; dst[10] = v8; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Creates a Mat3 from the upper left 3x3 part of a Mat4\n * @param m4 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from m4\n */\nexport function fromMat4(m4: Mat4, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n dst[0] = m4[0]; dst[1] = m4[1]; dst[ 2] = m4[ 2]; dst[ 3] = 0;\n dst[4] = m4[4]; dst[5] = m4[5]; dst[ 6] = m4[ 6]; dst[ 7] = 0;\n dst[8] = m4[8]; dst[9] = m4[9]; dst[10] = m4[10]; dst[11] = 0;\n return dst;\n}\n\n/**\n * Creates a Mat3 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat3.clone})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat3.copy})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat3, b: Mat3): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat3, b: Mat3): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10];\n}\n\n/**\n * Creates a 3-by-3 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 3-by-3 identity matrix.\n */\nexport function identity(dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n if (dst === m) {\n let t: number;\n\n // 0 1 2\n // 4 5 6\n // 8 9 10\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\n\n dst[ 0] = b01 * invDet;\n dst[ 1] = (-m22 * m01 + m02 * m21) * invDet;\n dst[ 2] = ( m12 * m01 - m02 * m11) * invDet;\n dst[ 4] = b11 * invDet;\n dst[ 5] = ( m22 * m00 - m02 * m20) * invDet;\n dst[ 6] = (-m12 * m00 + m02 * m10) * invDet;\n dst[ 8] = b21 * invDet;\n dst[ 9] = (-m21 * m00 + m01 * m20) * invDet;\n dst[10] = ( m11 * m00 - m01 * m10) * invDet;\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat3): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat3, b: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22;\n\n return dst;\n}\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 3-by-3 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n }\n dst[ 8] = v[0];\n dst[ 9] = v[1];\n dst[10] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 3-by-3 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\n}\n\n/**\n * Returns an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y,\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat3, axis: number, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\n}\n\n/**\n * Sets an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(m: Mat3, v: Vec2, axis: number, dst?: Mat3): Mat3 {\n if (dst !== m) {\n dst = copy(m, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which translates by the given vector v.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = v[0]; dst[ 9] = v[1]; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 3-by-3 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n }\n\n dst[ 8] = m00 * v0 + m10 * v1 + m20;\n dst[ 9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which rotates by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotation(angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 3-by-3 matrix by the given angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotate(m: Mat3, angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * 2 entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of 2 entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales uniformly in each dimension\n * @param s - Amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given.\n * @param m - The matrix to be modified.\n * @param s - Amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat3, s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec3, create, setDefaultType, VecType } from './vec3';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\n\nexport default Vec3;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec3\n * Also see {@link vec3.create} and {@link vec3.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec3, min = 0, max = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec3, b: Vec3, scale: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec3, b: Vec3): number {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const mag1 = Math.sqrt(ax * ax + ay * ay + az * az);\n const mag2 = Math.sqrt(bx * bx + by * by + bz * bz);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec3, b: Vec3): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec3, b: Vec3): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec3, b: Vec3, t: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec3, b: Vec3, t: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec3, b: Vec3): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return v0 * v0 + v1 * v1 + v2 * v2;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec3.clone})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec3.copy})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random vector\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const angle = Math.random() * 2 * Math.PI;\n const z = Math.random() * 2 - 1;\n const zScale = Math.sqrt(1 - z * z) * scale;\n dst[0] = Math.cos(angle) * zScale;\n dst[1] = Math.sin(angle) * zScale;\n dst[2] = z * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec3 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1;\n\n dst[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n dst[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n dst[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n\n return dst;\n}\n\n/**\n * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.\n * @param v - The direction.\n * @param m - The matrix.\n * @param dst - optional Vec3 to store result. If not passed a new one is created.\n * @returns The transformed vector.\n */\nexport function transformMat4Upper3x3(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec3, m: Mat3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n dst[0] = x * m[0] + y * m[4] + z * m[8];\n dst[1] = x * m[1] + y * m[5] + z * m[9];\n dst[2] = x * m[2] + y * m[6] + z * m[10];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by Quaternion\n * @param v - the vector to transform\n * @param q - the quaternion to transform by\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed\n */\nexport function transformQuat(v: Vec3, q: Quat, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\n\n dst[0] = x + uvX * w2 + (qy * uvZ - qz * uvY) * 2;\n dst[1] = y + uvY * w2 + (qz * uvX - qx * uvZ) * 2;\n dst[2] = z + uvZ * w2 + (qx * uvY - qy * uvX) * 2;\n\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec3) {\n dst = dst || new VecType(3);\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst: Vec3) {\n dst = dst || new VecType(3);\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateX(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateY(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns {vec3} out\n */\nexport function rotateZ(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Treat a 3D vector as a direction and set it's length\n *\n * @param a The vec3 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec3, len: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec3 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec3, maxLen: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n return lerp(a, b, 0.5, dst);\n}\n","\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\nimport Vec3, * as vec3 from './vec3-impl';\nimport * as utils from './utils';\n\nexport default Mat4;\n\nexport type Mat4LikeCtor = new (n: number) => Mat4;\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat4.create();\n * mat4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat4.identity();\n * const trans = mat4.translation([1, 2, 3]);\n * mat4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat4LikeCtor = Float32Array;\n\n/**\n * Sets the type this library creates for a Mat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat4\n */\nexport function setDefaultType(ctor: new (n: number) => Mat4) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Create a Mat4 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat4's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat4.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat4Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat4.create` is usually used\n * to create a Mat4 to be filled out as in\n *\n * ```\n * const m = mat4.create();\n * mat4.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @returns created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number, v3?: number,\n v4?: number, v5?: number, v6?: number, v7?: number,\n v8?: number, v9?: number, v10?: number, v11?: number,\n v12?: number, v13?: number, v14?: number, v15?: number): Mat4 {\n const dst = new MatType(16);\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[3] = v3;\n if (v4 !== undefined) {\n dst[4] = v4;\n if (v5 !== undefined) {\n dst[5] = v5;\n if (v6 !== undefined) {\n dst[6] = v6;\n if (v7 !== undefined) {\n dst[7] = v7;\n if (v8 !== undefined) {\n dst[8] = v8;\n if (v9 !== undefined) {\n dst[9] = v9;\n if (v10 !== undefined) {\n dst[10] = v10;\n if (v11 !== undefined) {\n dst[11] = v11;\n if (v12 !== undefined) {\n dst[12] = v12;\n if (v13 !== undefined) {\n dst[13] = v13;\n if (v14 !== undefined) {\n dst[14] = v14;\n if (v15 !== undefined) {\n dst[15] = v15;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n return dst;\n}\n\n/**\n * Sets the values of a Mat4\n * Also see {@link mat4.create} and {@link mat4.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 created from values.\n */\nexport function set(\n v0: number, v1: number, v2: number, v3: number,\n v4: number, v5: number, v6: number, v7: number,\n v8: number, v9: number, v10: number, v11: number,\n v12: number, v13: number, v14: number, v15: number,\n dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v0; dst[ 1] = v1; dst[ 2] = v2; dst[ 3] = v3;\n dst[ 4] = v4; dst[ 5] = v5; dst[ 6] = v6; dst[ 7] = v7;\n dst[ 8] = v8; dst[ 9] = v9; dst[10] = v10; dst[11] = v11;\n dst[12] = v12; dst[13] = v13; dst[14] = v14; dst[15] = v15;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 from a Mat3\n * @param m3 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from m3\n */\nexport function fromMat3(m3: Mat3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m3[0]; dst[ 1] = m3[1]; dst[ 2] = m3[ 2]; dst[ 3] = 0;\n dst[ 4] = m3[4]; dst[ 5] = m3[5]; dst[ 6] = m3[ 6]; dst[ 7] = 0;\n dst[ 8] = m3[8]; dst[ 9] = m3[9]; dst[10] = m3[10]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2]; dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6]; dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10]; dst[11] = -m[11];\n dst[12] = -m[12]; dst[13] = -m[13]; dst[14] = -m[14]; dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat4.clone})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2]; dst[ 3] = m[ 3];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6]; dst[ 7] = m[ 7];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10]; dst[11] = m[11];\n dst[12] = m[12]; dst[13] = m[13]; dst[14] = m[14]; dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat4.copy})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat4, b: Mat4): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 3] - b[ 3]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 7] - b[ 7]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON &&\n Math.abs(a[11] - b[11]) < utils.EPSILON &&\n Math.abs(a[12] - b[12]) < utils.EPSILON &&\n Math.abs(a[13] - b[13]) < utils.EPSILON &&\n Math.abs(a[14] - b[14]) < utils.EPSILON &&\n Math.abs(a[15] - b[15]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat4, b: Mat4): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 3] === b[ 3] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 7] === b[ 7] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10] &&\n a[11] === b[11] &&\n a[12] === b[12] &&\n a[13] === b[13] &&\n a[14] === b[14] &&\n a[15] === b[15];\n}\n\n/**\n * Creates a 4-by-4 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 4-by-4 identity matrix.\n */\nexport function identity(dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20; dst[ 3] = m30;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21; dst[ 7] = m31;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22; dst[11] = m32;\n dst[12] = m03; dst[13] = m13; dst[14] = m23; dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n const tmp12 = m20 * m31;\n const tmp13 = m30 * m21;\n const tmp14 = m10 * m31;\n const tmp15 = m30 * m11;\n const tmp16 = m10 * m21;\n const tmp17 = m20 * m11;\n const tmp18 = m00 * m31;\n const tmp19 = m30 * m01;\n const tmp20 = m00 * m21;\n const tmp21 = m20 * m01;\n const tmp22 = m00 * m11;\n const tmp23 = m10 * m01;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -\n (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));\n dst[ 5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -\n (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));\n dst[ 6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -\n (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));\n dst[ 7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -\n (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));\n dst[ 8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -\n (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));\n dst[ 9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -\n (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));\n dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -\n (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));\n dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -\n (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));\n dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -\n (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));\n dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -\n (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));\n dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -\n (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));\n dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -\n (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat4): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat4, b: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(a: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n *\n * Note: If you pass `Infinity` for zFar then it will produce a projection matrix\n * returns -Infinity for Z when transforming coordinates with Z <= 0 and +Infinity for Z\n * otherwise.\n *\n * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).\n * @param aspect - The aspect ratio width / height.\n * @param zNear - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param zFar - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */\nexport function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n } else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix that transforms from\n * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y\n * and 0 to +1 in z.\n * @param left - Left side of the near clipping plane viewport.\n * @param right - Right side of the near clipping plane viewport.\n * @param bottom - Bottom of the near clipping plane viewport.\n * @param top - Top of the near clipping plane viewport.\n * @param near - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param far - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The orthographic projection matrix.\n */\nexport function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = near / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param left - The x coordinate of the left plane of the box.\n * @param right - The x coordinate of the right plane of the box.\n * @param bottom - The y coordinate of the bottom plane of the box.\n * @param top - The y coordinate of the right plane of the box.\n * @param near - The negative z coordinate of the near plane of the box.\n * @param far - The negative z coordinate of the far plane of the box.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The perspective projection matrix.\n */\nexport function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis: Vec3;\nlet yAxis: Vec3;\nlet zAxis: Vec3;\n\n/**\n * Computes a 4-by-4 aim transformation.\n *\n * This is a matrix which positions an object aiming down positive Z.\n * toward the target.\n *\n * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.\n *\n * @param position - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function aim(position: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(target, position, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = position[0]; dst[13] = position[1]; dst[14] = position[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 camera aim transformation.\n *\n * This is a matrix which positions an object aiming down negative Z.\n * toward the target.\n *\n * Note: this is the inverse of `lookAt`\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function cameraAim(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = eye[0]; dst[13] = eye[1]; dst[14] = eye[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 view transformation.\n *\n * This is a view matrix which transforms all other objects\n * to be in the space of the view defined by the parameters.\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The look-at matrix.\n */\nexport function lookAt(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = yAxis[0]; dst[ 2] = zAxis[0]; dst[ 3] = 0;\n dst[ 4] = xAxis[1]; dst[ 5] = yAxis[1]; dst[ 6] = zAxis[1]; dst[ 7] = 0;\n dst[ 8] = xAxis[2]; dst[ 9] = yAxis[2]; dst[10] = zAxis[2]; dst[11] = 0;\n\n dst[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);\n dst[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);\n dst[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = v[0]; dst[13] = v[1]; dst[14] = v[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationX(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = c; dst[ 6] = s; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = -s; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateX(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationY(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = 0; dst[ 2] = -s; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = s; dst[ 9] = 0; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateY(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationZ(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateZ(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport function axisRotation(axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle. (same as axisRotation)\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport const rotation = axisRotation;\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function axisRotate(m: Mat4, axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle. (same as rotate)\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport const rotate = axisRotate;\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = v[2]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.\n * @param s - the amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = s; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by a uniform scale.\n * @param m - The matrix to be modified.\n * @param s - The amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat4, s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n dst[ 3] = s * m[0 * 4 + 3];\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n dst[ 7] = s * m[1 * 4 + 3];\n dst[ 8] = s * m[2 * 4 + 0];\n dst[ 9] = s * m[2 * 4 + 1];\n dst[10] = s * m[2 * 4 + 2];\n dst[11] = s * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link quat.setDefaultType}.\n */\nexport type Quat = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Quat4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Quat4`. In other words you can do this\n *\n * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = quat4.create();\n * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let QuatType: new (n: number) => Quat = Float32Array;\n\n/**\n * Sets the type this library creates for a Quat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Quat4\n */\nexport function setDefaultType(ctor: new (n: number) => Quat) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\n}\n\n/**\n * Creates a quat4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Quat {\n const dst = new QuatType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Quat, create, setDefaultType, QuatType } from './quat';\nimport { Mat3 } from './mat3.js';\nimport { Mat4 } from './mat4.js';\nimport { Vec3 } from './vec3.js';\nimport * as vec3 from './vec3-impl.js';\n\nexport type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';\n\nexport default Quat;\nexport { create, setDefaultType };\n\n/**\n * Creates a Quat; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Quat\n * Also see {@link quat.create} and {@link quat.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Quat) {\n dst = dst || new QuatType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Sets a quaternion from the given angle and axis,\n * then returns it.\n *\n * @param axis - the axis to rotate around\n * @param angleInRadians - the angle\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The quaternion that represents the given axis and angle\n **/\nexport function fromAxisAngle(axis: Vec3, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\n\n dst[0] = s * axis[0];\n dst[1] = s * axis[1];\n dst[2] = s * axis[2];\n dst[3] = Math.cos(halfAngle);\n\n return dst;\n}\n\n/**\n * Gets the rotation axis and angle\n * @param q - quaternion to compute from\n * @param dst - Vec3 to hold result. If not passed in a new one is created.\n * @return angle and axis\n */\nexport function toAxisAngle(q: Quat, dst?: Vec3): { angle: number, axis: Vec3 } {\n dst = dst || vec3.create(4);\n\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > utils.EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n } else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return { angle, axis: dst };\n}\n\n/**\n * Returns the angle in degrees between two rotations a and b.\n * @param a - quaternion a\n * @param b - quaternion b\n * @return angle in radians between the two quaternions\n */\nexport function angle(a: Quat, b: Quat) {\n const d = dot(a, b);\n return Math.acos(2 * d * d - 1);\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function multiply(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n\n dst[0] = ax * bw + aw * bx + ay * bz - az * by;\n dst[1] = ay * bw + aw * by + az * bx - ax * bz;\n dst[2] = az * bw + aw * bz + ax * by - ay * bx;\n dst[3] = aw * bw - ax * bx - ay * by - az * bz;\n\n return dst;\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport const mul = multiply;\n\n/**\n * Rotates the given quaternion around the X axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateX(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qw * bx;\n dst[1] = qy * bw + qz * bx;\n dst[2] = qz * bw - qy * bx;\n dst[3] = qw * bw - qx * bx;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Y axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateY(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw - qz * by;\n dst[1] = qy * bw + qw * by;\n dst[2] = qz * bw + qx * by;\n dst[3] = qw * bw - qy * by;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Z axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateZ(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qy * bz;\n dst[1] = qy * bw - qx * bz;\n dst[2] = qz * bw + qw * bz;\n dst[3] = qw * bw - qz * bz;\n\n return dst;\n}\n\n/**\n * Spherically linear interpolate between two quaternions\n *\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function slerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n\n let scale0;\n let scale1;\n\n if (1.0 - cosOmega > utils.EPSILON) {\n const omega = Math.acos(cosOmega);\n const sinOmega = Math.sin(omega);\n scale0 = Math.sin((1 - t) * omega) / sinOmega;\n scale1 = Math.sin(t * omega) / sinOmega;\n } else {\n scale0 = 1.0 - t;\n scale1 = t;\n }\n\n dst[0] = scale0 * ax + scale1 * bx;\n dst[1] = scale0 * ay + scale1 * by;\n dst[2] = scale0 * az + scale1 * bz;\n dst[3] = scale0 * aw + scale1 * bw;\n\n return dst;\n}\n\n/**\n * Compute the inverse of a quaternion\n *\n * @param q - quaternion to compute the inverse of\n * @returns A quaternion that is the result of a * b\n */\nexport function inverse(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n\n return dst;\n}\n\n/**\n * Compute the conjugate of a quaternion\n * For quaternions with a magnitude of 1 (a unit quaternion)\n * this returns the same as the inverse but is faster to calculate.\n *\n * @param q - quaternion to compute the conjugate of.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The conjugate of q\n */\nexport function conjugate(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given rotation matrix.\n *\n * The created quaternion is not normalized.\n *\n * @param m - rotation matrix\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function fromMat(m: Mat3 | Mat4, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n /*\n 0 1 2\n 3 4 5\n 6 7 8\n\n 0 1 2\n 4 5 6\n 8 9 10\n */\n\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const trace = m[0] + m[5] + m[10];\n\n if (trace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n const root = Math.sqrt(trace + 1); // 2w\n dst[3] = 0.5 * root;\n const invRoot = 0.5 / root; // 1/(4w)\n\n dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n } else {\n // |w| <= 1/2\n let i = 0;\n\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n\n const root = Math.sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0);\n dst[i] = 0.5 * root;\n\n const invRoot = 0.5 / root;\n\n dst[3] = (m[j * 4 + k] - m[k * 4 + j]) * invRoot;\n dst[j] = (m[j * 4 + i] + m[i * 4 + j]) * invRoot;\n dst[k] = (m[k * 4 + i] + m[i * 4 + k]) * invRoot;\n }\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param xAngleInRadians - angle to rotate around X axis in radians.\n * @param yAngleInRadians - angle to rotate around Y axis in radians.\n * @param zAngleInRadians - angle to rotate around Z axis in radians.\n * @param order - order to apply euler angles\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion representing the same rotation as the euler angles applied in the given order\n */\nexport function fromEuler(\n xAngleInRadians: number,\n yAngleInRadians: number,\n zAngleInRadians: number,\n order: RotationOrder,\n dst?: Quat) {\n dst = dst || new QuatType(4);\n\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\n\n const sx = Math.sin(xHalfAngle);\n const cx = Math.cos(xHalfAngle);\n const sy = Math.sin(yHalfAngle);\n const cy = Math.cos(yHalfAngle);\n const sz = Math.sin(zHalfAngle);\n const cz = Math.cos(zHalfAngle);\n\n switch (order) {\n case 'xyz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'xzy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yxz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yzx':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zxy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zyx':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n\n return dst;\n}\n\n/**\n * Copies a quaternion. (same as {@link quat.clone})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is a copy of q\n */\nexport function copy(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Clones a quaternion. (same as {@link quat.copy})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A copy of q.\n */\nexport const clone = copy;\n\n/**\n * Adds two quaternions; assumes a and b have the same dimension.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the sum of a and b.\n */\nexport function add(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport function subtract(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Multiplies a quaternion by a scalar.\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function mulScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a quaternion by a scalar. (same as mulScalar)\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function divScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two quaternions\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns dot product\n */\nexport function dot(a: Quat, b: Quat): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Performs linear interpolation on two quaternions.\n * Given quaternions a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param t - Interpolation coefficient.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport function length(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport function lengthSq(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Divides a quaternion by its Euclidean length and returns the quotient.\n * @param v - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The normalized quaternion.\n */\nexport function normalize(v: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Check if 2 quaternions are approximately equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are approximately equal\n */\nexport function equalsApproximately(a: Quat, b: Quat): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 quaternions are exactly equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are exactly equal\n */\nexport function equals(a: Quat, b: Quat): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Creates an identity quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns an identity quaternion\n */\nexport function identity(dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n}\n\nlet tempVec3: Vec3;\nlet xUnitVec3: Vec3;\nlet yUnitVec3: Vec3;\n\n/**\n * Computes a quaternion to represent the shortest rotation from one vector to another.\n *\n * @param aUnit - the start vector\n * @param bUnit - the end vector\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function rotationTo(aUnit: Vec3, bUnit: Vec3, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempVec3 = tempVec3 || vec3.create();\n xUnitVec3 = xUnitVec3 || vec3.create(1, 0, 0);\n yUnitVec3 = yUnitVec3 || vec3.create(0, 1, 0);\n\n const dot = vec3.dot(aUnit, bUnit);\n if (dot < -0.999999) {\n vec3.cross(xUnitVec3, aUnit, tempVec3);\n if (vec3.len(tempVec3) < 0.000001) {\n vec3.cross(yUnitVec3, aUnit, tempVec3);\n }\n\n vec3.normalize(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n\n return dst;\n } else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n } else {\n vec3.cross(aUnit, bUnit, tempVec3);\n\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n\n return normalize(dst, dst);\n }\n}\n\nlet tempQuat1: Quat;\nlet tempQuat2: Quat;\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param c - the third quaternion\n * @param d - the fourth quaternion\n * @param t - Interpolation coefficient 0 to 1\n * @returns result\n */\nexport function sqlerp(\n a: Quat,\n b: Quat,\n c: Quat,\n d: Quat,\n t: number,\n dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec4.setDefaultType}.\n */\nexport type Vec4 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec4`. In other words you can do this\n *\n * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec4.create();\n * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec4 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec4\n */\nexport function setDefaultType(ctor: new (n: number) => Vec4) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Vec4 {\n const dst = new VecType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec4, create, setDefaultType, VecType } from './vec4';\nimport { Mat4 } from './mat4';\n\nexport default Vec4;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec4\n * Also see {@link vec4.create} and {@link vec4.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n dst[3] = Math.ceil(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n dst[3] = Math.floor(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n dst[3] = Math.round(v[3]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec4, min = 0, max = 1, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n dst[3] = Math.min(max, Math.max(min, v[3]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec4, b: Vec4, scale: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n dst[3] = a[3] + b[3] * scale;\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec4, b: Vec4): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec4, b: Vec4): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec4, b: Vec4, t: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec4, b: Vec4, t: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n dst[3] = a[3] + t[3] * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n dst[3] = Math.max(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n dst[3] = Math.min(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n dst[3] = 1 / v[3];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec4, b: Vec4): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return dx * dx + dy * dy + dz * dz + dw * dw;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec4.clone})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec4.copy})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n dst[3] = a[3] * b[3];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n dst[3] = a[3] / b[3];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec4 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec4 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec4, m: Mat4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = v[3];\n\n dst[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;\n dst[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;\n dst[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n dst[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\n return dst;\n}\n\n\n/**\n * Treat a 4D vector as a direction and set it's length\n *\n * @param a The vec4 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec4, len: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec4 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec4, maxLen: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n return lerp(a, b, 0.5, dst);\n}\n","import Mat3, * as mat3 from './mat3-impl';\nimport Mat4, * as mat4 from './mat4-impl';\nimport Quat, * as quat from './quat-impl';\nimport Vec2, * as vec2 from './vec2-impl';\nimport Vec3, * as vec3 from './vec3-impl';\nimport Vec4, * as vec4 from './vec4-impl';\nimport * as utils from './utils';\n\n/**\n * Sets the type this library creates for all types\n *\n * example:\n *\n * ```\n * setDefaultType(Float64Array);\n * ```\n *\n * @param ctor - the constructor for the type. 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\ No newline at end of file +{"version":3,"file":"wgpu-matrix.module.js","sources":["../../../src/utils.ts","../../../src/vec2.ts","../../../src/vec3.ts","../../../src/vec2-impl.ts","../../../src/mat3-impl.ts","../../../src/vec3-impl.ts","../../../src/mat4-impl.ts","../../../src/quat.ts","../../../src/quat-impl.ts","../../../src/vec4.ts","../../../src/vec4-impl.ts","../../../src/wgpu-matrix.ts"],"sourcesContent":["/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nexport let EPSILON = 0.000001;\n\n/**\n * Set the value for EPSILON for various checks\n * @param v - Value to use for EPSILON.\n * @returns previous value of EPSILON;\n */\nexport function setEpsilon(v: number): number {\n const old = EPSILON;\n EPSILON = v;\n return old;\n}\n\n/**\n * Convert degrees to radians\n * @param degrees - Angle in degrees\n * @returns angle converted to radians\n */\nexport function degToRad(degrees: number): number {\n return degrees * Math.PI / 180;\n}\n\n/**\n * Convert radians to degrees\n * @param radians - Angle in radians\n * @returns angle converted to degrees\n */\nexport function radToDeg(radians: number): number {\n return radians * 180 / Math.PI;\n}\n\n/**\n * Lerps between a and b via t\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @returns a + (b - a) * t\n */\nexport function lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\n/**\n * Compute the opposite of lerp. Given a and b and a value between\n * a and b returns a value between 0 and 1. 0 if a, 1 if b.\n * Note: no clamping is done.\n * @param a - start value\n * @param b - end value\n * @param v - value between a and b\n * @returns (v - a) / (b - a)\n */\nexport function inverseLerp(a: number, b: number, v: number): number {\n const d = b - a;\n return (Math.abs(b - a) < EPSILON)\n ? a\n : (v - a) / d;\n}\n\n/**\n * Compute the euclidean modulo\n *\n * ```\n * // table for n / 3\n * -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5 <- n\n * ------------------------------------\n * -2 -1 -0 -2 -1 0, 1, 2, 0, 1, 2 <- n % 3\n * 1 2 0 1 2 0, 1, 2, 0, 1, 2 <- euclideanModule(n, 3)\n * ```\n *\n * @param n - dividend\n * @param m - divisor\n * @returns the euclidean modulo of n / m\n */\nexport function euclideanModulo(n: number, m: number) {\n return ((n % m) + m) % m;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 2 values, Float32Array with 2 values, or a Float64Array with 2 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec2.setDefaultType}.\n */\nexport type Vec2 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec2 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new Vec2. In other words you can do this\n *\n * const v = vec2.cross(v1, v2); // Creates a new Vec2 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec2.create();\n * vec2.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec2.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec2 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec2\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec2\n */\nexport function setDefaultType(ctor: new (n: number) => Vec2) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values.\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Vec2's specified type\n * it would be faster to use\n *\n * ```\n * const v = vec2.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Vec2Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `vec2.create` is usually used\n * to create a Vec2 to be filled out as in\n *\n * ```\n * const sum = vec2.create();\n * vec2.add(v1, v2, sum);\n * ```\n *\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport function create(x = 0, y = 0): Vec2 {\n const dst = new VecType(2);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n }\n }\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec3.setDefaultType}.\n */\nexport type Vec3 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec3 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec3`. In other words you can do this\n *\n * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec3.create();\n * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec3 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec3\n */\nexport function setDefaultType(ctor: new (n: number) => Vec3) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number): Vec3 {\n const dst = new VecType(3);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Vec2, create, setDefaultType, VecType } from './vec2';\nimport { Vec3, VecType as Vec3Type } from './vec3';\n\nexport default Vec2;\nexport { create, setDefaultType };\n\n/**\n * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec2\n * Also see {@link vec2.create} and {@link vec2.copy}\n *\n * @param x first value\n * @param y second value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = x;\n dst[1] = y;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec2, min = 0, max = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec2, b: Vec2, scale: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec2, b: Vec2): number {\n const ax = a[0];\n const ay = a[1];\n const bx = b[0];\n const by = b[1];\n const mag1 = Math.sqrt(ax * ax + ay * ay);\n const mag2 = Math.sqrt(bx * bx + by * by);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec2, b: Vec2): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec2, b: Vec2): boolean {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec2, b: Vec2, t: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec2, b: Vec2, t: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec2, k: number, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec2, b: Vec2, dst?: Vec3): Vec3 {\n dst = dst || new Vec3Type(3);\n const z = a[0] * b[1] - a[1] * b[0];\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec2, b: Vec2): number {\n return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec2): number {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return Math.sqrt(dx * dx + dy * dy);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec2, b: Vec2): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec2.clone})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = v[0];\n dst[1] = v[1];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec2.copy})\n * Also see {@link vec2.create} and {@link vec2.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec2, b: Vec2, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random unit vector * scale\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n dst[0] = 0;\n dst[1] = 0;\n\n return dst;\n}\n\n\n/**\n * transform Vec2 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec2, m: Mat4, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n\n return dst;\n}\n\n/**\n * Transforms vec4 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional Vec2 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec2, m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || new VecType(2);\n\n const x = v[0];\n const y = v[1];\n\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n\n return dst;\n}\n\n/**\n * Rotate a 2D vector\n *\n * @param a The vec2 point to rotate\n * @param b The origin of the rotation\n * @param rad The angle of rotation in radians\n * @returns the rotated vector\n */\nexport function rotate(a: Vec2, b: Vec2, rad: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n //perform rotation and translate to correct position\n dst[0] = p0 * cosC - p1 * sinC + b[0];\n dst[1] = p0 * sinC + p1 * cosC + b[1];\n\n return dst;\n}\n\n/**\n * Treat a 2D vector as a direction and set it's length\n *\n * @param a The vec2 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec2, len: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec2 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec2, maxLen: number, dst?: Vec2) {\n dst = dst || new VecType(2);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec2, b: Vec2, dst?: Vec2) {\n dst = dst || new VecType(2);\n return lerp(a, b, 0.5, dst);\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nimport * as utils from './utils.js';\nimport { Quat } from './quat';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport Vec2, * as vec2 from './vec2-impl';\n\nexport default Mat3;\n\nexport type Mat3LikeCtor = new (n: number) => Mat3;\n\n/**\n * 3x3 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat3.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat3.create();\n * mat3.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat3.identity();\n * const trans = mat3.translation([1, 2, 3]);\n * mat3.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat3LikeCtor = Float32Array;\n\n// This mess is because with Mat3 we have 3 unused elements.\n// For Float32Array and Float64Array that's not an issue\n// but for Array it's troublesome\nconst ctorMap = new Map Mat3>([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3: () => Mat3 = ctorMap.get(Float32Array)!;\n\n/**\n * Sets the type this library creates for a Mat3\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat3\n */\nexport function setDefaultType(ctor: new (n: number) => Mat3) {\n const oldType = MatType;\n MatType = ctor;\n newMat3 = ctorMap.get(ctor)!;\n return oldType;\n}\n\n/**\n * Create a Mat3 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat3's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat3.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat3Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat3.create` is usually used\n * to create a Mat3 to be filled out as in\n *\n * ```\n * const m = mat3.create();\n * mat3.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @returns matrix created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number,\n v3?: number, v4?: number, v5?: number,\n v6?: number, v7?: number, v8?: number): Mat3 {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\n\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[4] = v3;\n if (v4 !== undefined) {\n dst[5] = v4;\n if (v5 !== undefined) {\n dst[6] = v5;\n if (v6 !== undefined) {\n dst[8] = v6;\n if (v7 !== undefined) {\n dst[9] = v7;\n if (v8 !== undefined) {\n dst[10] = v8;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n return dst;\n}\n\n/**\n * Sets the values of a Mat3\n * Also see {@link mat3.create} and {@link mat3.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 set from values.\n */\nexport function set(\n v0: number, v1: number, v2: number,\n v3: number, v4: number, v5: number,\n v6: number, v7: number, v8: number, dst?: Mat3) {\n dst = dst || newMat3();\n\n dst[0] = v0; dst[1] = v1; dst[ 2] = v2; dst[ 3] = 0;\n dst[4] = v3; dst[5] = v4; dst[ 6] = v5; dst[ 7] = 0;\n dst[8] = v6; dst[9] = v7; dst[10] = v8; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Creates a Mat3 from the upper left 3x3 part of a Mat4\n * @param m4 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from m4\n */\nexport function fromMat4(m4: Mat4, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n dst[0] = m4[0]; dst[1] = m4[1]; dst[ 2] = m4[ 2]; dst[ 3] = 0;\n dst[4] = m4[4]; dst[5] = m4[5]; dst[ 6] = m4[ 6]; dst[ 7] = 0;\n dst[8] = m4[8]; dst[9] = m4[9]; dst[10] = m4[10]; dst[11] = 0;\n return dst;\n}\n\n/**\n * Creates a Mat3 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat3 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat3.clone})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat3.copy})\n * Also see {@link mat3.create} and {@link mat3.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat3, b: Mat3): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a Operand matrix.\n * @param b Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat3, b: Mat3): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10];\n}\n\n/**\n * Creates a 3-by-3 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 3-by-3 identity matrix.\n */\nexport function identity(dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n if (dst === m) {\n let t: number;\n\n // 0 1 2\n // 4 5 6\n // 8 9 10\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\n\n dst[ 0] = b01 * invDet;\n dst[ 1] = (-m22 * m01 + m02 * m21) * invDet;\n dst[ 2] = ( m12 * m01 - m02 * m11) * invDet;\n dst[ 4] = b11 * invDet;\n dst[ 5] = ( m22 * m00 - m02 * m20) * invDet;\n dst[ 6] = (-m12 * m00 + m02 * m10) * invDet;\n dst[ 8] = b21 * invDet;\n dst[ 9] = (-m21 * m00 + m01 * m20) * invDet;\n dst[10] = ( m11 * m00 - m01 * m10) * invDet;\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat3): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\n}\n\n/**\n * Computes the inverse of a 3-by-3 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat3, b: Mat3, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22;\n\n return dst;\n}\n\n/**\n * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 3-by-3 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n }\n dst[ 8] = v[0];\n dst[ 9] = v[1];\n dst[10] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 3-by-3 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\n}\n\n/**\n * Returns an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y,\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat3, axis: number, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\n}\n\n/**\n * Sets an axis of a 3x3 matrix as a vector with 2 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(m: Mat3, v: Vec2, axis: number, dst?: Mat3): Mat3 {\n if (dst !== m) {\n dst = copy(m, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat3, dst?: Vec2): Vec2 {\n dst = dst || vec2.create();\n\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which translates by the given vector v.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0;\n dst[ 8] = v[0]; dst[ 9] = v[1]; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 3-by-3 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n }\n\n dst[ 8] = m00 * v0 + m10 * v1 + m20;\n dst[ 9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which rotates by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotation(angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 3-by-3 matrix by the given angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotate(m: Mat3, angleInRadians: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * 2 entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of 2 entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat3, v: Vec2, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n const v0 = v[0];\n const v1 = v[1];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n\n/**\n * Creates a 3-by-3 matrix which scales uniformly in each dimension\n * @param s - Amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 3-by-3 matrix in each dimension by an amount\n * given.\n * @param m - The matrix to be modified.\n * @param s - Amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat3, s: number, dst?: Mat3): Mat3 {\n dst = dst || newMat3();\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n }\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec3, create, setDefaultType, VecType } from './vec3';\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\n\nexport default Vec3;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec3\n * Also see {@link vec3.create} and {@link vec3.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec3, min = 0, max = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec3, b: Vec3, scale: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n\n return dst;\n}\n\n/**\n * Returns the angle in radians between two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns The angle in radians between the 2 vectors.\n */\nexport function angle(a: Vec3, b: Vec3): number {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const mag1 = Math.sqrt(ax * ax + ay * ay + az * az);\n const mag2 = Math.sqrt(bx * bx + by * by + bz * bz);\n const mag = mag1 * mag2;\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(cosine);\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec3, b: Vec3): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec3, b: Vec3): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec3, b: Vec3, t: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec3, b: Vec3, t: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec3, k: number, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of a cross b.\n */\nexport function cross(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec3, b: Vec3): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec3): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n return v0 * v0 + v1 * v1 + v2 * v2;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec3, b: Vec3): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec3.clone})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec3.copy})\n * Also see {@link vec3.create} and {@link vec3.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec3, b: Vec3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Creates a random vector\n * @param scale - Default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The random vector.\n */\nexport function random(scale = 1, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const angle = Math.random() * 2 * Math.PI;\n const z = Math.random() * 2 - 1;\n const zScale = Math.sqrt(1 - z * z) * scale;\n dst[0] = Math.cos(angle) * zScale;\n dst[1] = Math.sin(angle) * zScale;\n dst[2] = z * scale;\n\n return dst;\n}\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec3 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1;\n\n dst[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n dst[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n dst[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n\n return dst;\n}\n\n/**\n * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.\n * @param v - The direction.\n * @param m - The matrix.\n * @param dst - optional Vec3 to store result. If not passed a new one is created.\n * @returns The transformed vector.\n */\nexport function transformMat4Upper3x3(v: Vec3, m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by 3x3 matrix\n *\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat3(v: Vec3, m: Mat3, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n dst[0] = x * m[0] + y * m[4] + z * m[8];\n dst[1] = x * m[1] + y * m[5] + z * m[9];\n dst[2] = x * m[2] + y * m[6] + z * m[10];\n\n return dst;\n}\n\n/**\n * Transforms vec3 by Quaternion\n * @param v - the vector to transform\n * @param q - the quaternion to transform by\n * @param dst - optional vec3 to store result. If not passed a new one is created.\n * @returns the transformed\n */\nexport function transformQuat(v: Vec3, q: Quat, dst?: Vec3): Vec3 {\n dst = dst || new VecType(3);\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\n\n dst[0] = x + uvX * w2 + (qy * uvZ - qz * uvY) * 2;\n dst[1] = y + uvY * w2 + (qz * uvX - qx * uvZ) * 2;\n dst[2] = z + uvZ * w2 + (qx * uvY - qy * uvX) * 2;\n\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat3, dst?: Vec3) {\n dst = dst || new VecType(3);\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst: Vec3) {\n dst = dst || new VecType(3);\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateX(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns the rotated vector\n */\nexport function rotateY(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n *\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @param dst - The vector to set. If not passed a new one is created.\n * @returns {vec3} out\n */\nexport function rotateZ(a: Vec3, b: Vec3, rad: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n const p = [];\n const r = [];\n\n // translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n // perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n // translate to correct position\n dst[0] = r[0] + b[0];\n dst[1] = r[1] + b[1];\n dst[2] = r[2] + b[2];\n\n return dst;\n}\n\n/**\n * Treat a 3D vector as a direction and set it's length\n *\n * @param a The vec3 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec3, len: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec3 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec3, maxLen: number, dst?: Vec3) {\n dst = dst || new VecType(3);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec3, b: Vec3, dst?: Vec3) {\n dst = dst || new VecType(3);\n return lerp(a, b, 0.5, dst);\n}\n","\nimport { Mat3 } from './mat3';\nimport { Mat4 } from './mat4';\nimport { Quat } from './quat';\nimport Vec3, * as vec3 from './vec3-impl';\nimport * as utils from './utils';\n\nexport default Mat4;\n\nexport type Mat4LikeCtor = new (n: number) => Mat4;\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = mat4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = mat4.create();\n * mat4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = mat4.identity();\n * const trans = mat4.translation([1, 2, 3]);\n * mat4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n */\nlet MatType: Mat4LikeCtor = Float32Array;\n\n/**\n * Sets the type this library creates for a Mat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Mat4\n */\nexport function setDefaultType(ctor: new (n: number) => Mat4) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Create a Mat4 from values\n *\n * Note: Since passing in a raw JavaScript array\n * is valid in all circumstances, if you want to\n * force a JavaScript array into a Mat4's specified type\n * it would be faster to use\n *\n * ```\n * const m = mat4.clone(someJSArray);\n * ```\n *\n * Note: a consequence of the implementation is if your Mat4Type = `Array`\n * instead of `Float32Array` or `Float64Array` then any values you\n * don't pass in will be undefined. Usually this is not an issue since\n * (a) using `Array` is rare and (b) using `mat4.create` is usually used\n * to create a Mat4 to be filled out as in\n *\n * ```\n * const m = mat4.create();\n * mat4.perspective(fov, aspect, near, far, m);\n * ```\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @returns created from values.\n */\nexport function create(\n v0?: number, v1?: number, v2?: number, v3?: number,\n v4?: number, v5?: number, v6?: number, v7?: number,\n v8?: number, v9?: number, v10?: number, v11?: number,\n v12?: number, v13?: number, v14?: number, v15?: number): Mat4 {\n const dst = new MatType(16);\n if (v0 !== undefined) {\n dst[0] = v0;\n if (v1 !== undefined) {\n dst[1] = v1;\n if (v2 !== undefined) {\n dst[2] = v2;\n if (v3 !== undefined) {\n dst[3] = v3;\n if (v4 !== undefined) {\n dst[4] = v4;\n if (v5 !== undefined) {\n dst[5] = v5;\n if (v6 !== undefined) {\n dst[6] = v6;\n if (v7 !== undefined) {\n dst[7] = v7;\n if (v8 !== undefined) {\n dst[8] = v8;\n if (v9 !== undefined) {\n dst[9] = v9;\n if (v10 !== undefined) {\n dst[10] = v10;\n if (v11 !== undefined) {\n dst[11] = v11;\n if (v12 !== undefined) {\n dst[12] = v12;\n if (v13 !== undefined) {\n dst[13] = v13;\n if (v14 !== undefined) {\n dst[14] = v14;\n if (v15 !== undefined) {\n dst[15] = v15;\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n return dst;\n}\n\n/**\n * Sets the values of a Mat4\n * Also see {@link mat4.create} and {@link mat4.copy}\n *\n * @param v0 - value for element 0\n * @param v1 - value for element 1\n * @param v2 - value for element 2\n * @param v3 - value for element 3\n * @param v4 - value for element 4\n * @param v5 - value for element 5\n * @param v6 - value for element 6\n * @param v7 - value for element 7\n * @param v8 - value for element 8\n * @param v9 - value for element 9\n * @param v10 - value for element 10\n * @param v11 - value for element 11\n * @param v12 - value for element 12\n * @param v13 - value for element 13\n * @param v14 - value for element 14\n * @param v15 - value for element 15\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 created from values.\n */\nexport function set(\n v0: number, v1: number, v2: number, v3: number,\n v4: number, v5: number, v6: number, v7: number,\n v8: number, v9: number, v10: number, v11: number,\n v12: number, v13: number, v14: number, v15: number,\n dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v0; dst[ 1] = v1; dst[ 2] = v2; dst[ 3] = v3;\n dst[ 4] = v4; dst[ 5] = v5; dst[ 6] = v6; dst[ 7] = v7;\n dst[ 8] = v8; dst[ 9] = v9; dst[10] = v10; dst[11] = v11;\n dst[12] = v12; dst[13] = v13; dst[14] = v14; dst[15] = v15;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 from a Mat3\n * @param m3 - source matrix\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from m3\n */\nexport function fromMat3(m3: Mat3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m3[0]; dst[ 1] = m3[1]; dst[ 2] = m3[ 2]; dst[ 3] = 0;\n dst[ 4] = m3[4]; dst[ 5] = m3[5]; dst[ 6] = m3[ 6]; dst[ 7] = 0;\n dst[ 8] = m3[8]; dst[ 9] = m3[9]; dst[10] = m3[10]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a Mat4 rotation matrix from a quaternion\n * @param q - quaternion to create matrix from\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns Mat4 made from q\n */\nexport function fromQuat(q: Quat, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3];\n const x2 = x + x; const y2 = y + y; const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n dst[ 0] = 1 - yy - zz; dst[ 1] = yx + wz; dst[ 2] = zx - wy; dst[ 3] = 0;\n dst[ 4] = yx - wz; dst[ 5] = 1 - xx - zz; dst[ 6] = zy + wx; dst[ 7] = 0;\n dst[ 8] = zx + wy; dst[ 9] = zy - wx; dst[10] = 1 - xx - yy; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Negates a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns -m.\n */\nexport function negate(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0]; dst[ 1] = -m[ 1]; dst[ 2] = -m[ 2]; dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4]; dst[ 5] = -m[ 5]; dst[ 6] = -m[ 6]; dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8]; dst[ 9] = -m[ 9]; dst[10] = -m[10]; dst[11] = -m[11];\n dst[12] = -m[12]; dst[13] = -m[13]; dst[14] = -m[14]; dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix. (same as {@link mat4.clone})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport function copy(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0]; dst[ 1] = m[ 1]; dst[ 2] = m[ 2]; dst[ 3] = m[ 3];\n dst[ 4] = m[ 4]; dst[ 5] = m[ 5]; dst[ 6] = m[ 6]; dst[ 7] = m[ 7];\n dst[ 8] = m[ 8]; dst[ 9] = m[ 9]; dst[10] = m[10]; dst[11] = m[11];\n dst[12] = m[12]; dst[13] = m[13]; dst[14] = m[14]; dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Copies a matrix (same as {@link mat4.copy})\n * Also see {@link mat4.create} and {@link mat4.set}\n * @param m - The matrix.\n * @param dst - The matrix. If not passed a new one is created.\n * @returns A copy of m.\n */\nexport const clone = copy;\n\n/**\n * Check if 2 matrices are approximately equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are approximately equal\n */\nexport function equalsApproximately(a: Mat4, b: Mat4): boolean {\n return Math.abs(a[ 0] - b[ 0]) < utils.EPSILON &&\n Math.abs(a[ 1] - b[ 1]) < utils.EPSILON &&\n Math.abs(a[ 2] - b[ 2]) < utils.EPSILON &&\n Math.abs(a[ 3] - b[ 3]) < utils.EPSILON &&\n Math.abs(a[ 4] - b[ 4]) < utils.EPSILON &&\n Math.abs(a[ 5] - b[ 5]) < utils.EPSILON &&\n Math.abs(a[ 6] - b[ 6]) < utils.EPSILON &&\n Math.abs(a[ 7] - b[ 7]) < utils.EPSILON &&\n Math.abs(a[ 8] - b[ 8]) < utils.EPSILON &&\n Math.abs(a[ 9] - b[ 9]) < utils.EPSILON &&\n Math.abs(a[10] - b[10]) < utils.EPSILON &&\n Math.abs(a[11] - b[11]) < utils.EPSILON &&\n Math.abs(a[12] - b[12]) < utils.EPSILON &&\n Math.abs(a[13] - b[13]) < utils.EPSILON &&\n Math.abs(a[14] - b[14]) < utils.EPSILON &&\n Math.abs(a[15] - b[15]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 matrices are exactly equal\n * @param a - Operand matrix.\n * @param b - Operand matrix.\n * @returns true if matrices are exactly equal\n */\nexport function equals(a: Mat4, b: Mat4): boolean {\n return a[ 0] === b[ 0] &&\n a[ 1] === b[ 1] &&\n a[ 2] === b[ 2] &&\n a[ 3] === b[ 3] &&\n a[ 4] === b[ 4] &&\n a[ 5] === b[ 5] &&\n a[ 6] === b[ 6] &&\n a[ 7] === b[ 7] &&\n a[ 8] === b[ 8] &&\n a[ 9] === b[ 9] &&\n a[10] === b[10] &&\n a[11] === b[11] &&\n a[12] === b[12] &&\n a[13] === b[13] &&\n a[14] === b[14] &&\n a[15] === b[15];\n}\n\n/**\n * Creates a 4-by-4 identity matrix.\n *\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A 4-by-4 identity matrix.\n */\nexport function identity(dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The transpose of m.\n */\nexport function transpose(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00; dst[ 1] = m10; dst[ 2] = m20; dst[ 3] = m30;\n dst[ 4] = m01; dst[ 5] = m11; dst[ 6] = m21; dst[ 7] = m31;\n dst[ 8] = m02; dst[ 9] = m12; dst[10] = m22; dst[11] = m32;\n dst[12] = m03; dst[13] = m13; dst[14] = m23; dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport function inverse(m: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n const tmp12 = m20 * m31;\n const tmp13 = m30 * m21;\n const tmp14 = m10 * m31;\n const tmp15 = m30 * m11;\n const tmp16 = m10 * m21;\n const tmp17 = m20 * m11;\n const tmp18 = m00 * m31;\n const tmp19 = m30 * m01;\n const tmp20 = m00 * m21;\n const tmp21 = m20 * m01;\n const tmp22 = m00 * m11;\n const tmp23 = m10 * m01;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -\n (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));\n dst[ 5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -\n (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));\n dst[ 6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -\n (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));\n dst[ 7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -\n (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));\n dst[ 8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -\n (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));\n dst[ 9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -\n (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));\n dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -\n (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));\n dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -\n (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));\n dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -\n (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));\n dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -\n (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));\n dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -\n (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));\n dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -\n (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));\n\n return dst;\n}\n\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nexport function determinant(m: Mat4): number {\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n const tmp0 = m22 * m33;\n const tmp1 = m32 * m23;\n const tmp2 = m12 * m33;\n const tmp3 = m32 * m13;\n const tmp4 = m12 * m23;\n const tmp5 = m22 * m13;\n const tmp6 = m02 * m33;\n const tmp7 = m32 * m03;\n const tmp8 = m02 * m23;\n const tmp9 = m22 * m03;\n const tmp10 = m02 * m13;\n const tmp11 = m12 * m03;\n\n const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -\n (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);\n const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -\n (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);\n const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -\n (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);\n const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -\n (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);\n\n return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix. (same as inverse)\n * @param m - The matrix.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The inverse of m.\n */\nexport const invert = inverse;\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport function multiply(a: Mat4, b: Mat4, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)\n * @param a - The matrix on the left.\n * @param b - The matrix on the right.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix product of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param a - The matrix.\n * @param v - The vector.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The matrix with translation set.\n */\nexport function setTranslation(a: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param m - The matrix.\n * @param dst - vector to hold result. If not passed a new one is created.\n * @returns The translation component of m.\n */\nexport function getTranslation(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @returns The axis component of m.\n */\nexport function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param m - The matrix.\n * @param v - the axis vector\n * @param axis - The axis 0 = x, 1 = y, 2 = z;\n * @param dst - The matrix to set. If not passed a new one is created.\n * @returns The matrix with axis set.\n */\nexport function setAxis(a: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Returns the scaling component of the matrix\n * @param m - The Matrix\n * @param dst - The vector to set. If not passed a new one is created.\n */\nexport function getScaling(m: Mat4, dst?: Vec3): Vec3 {\n dst = dst || vec3.create();\n\n const xx = m[0];\n const xy = m[1];\n const xz = m[2];\n const yx = m[4];\n const yy = m[5];\n const yz = m[6];\n const zx = m[8];\n const zy = m[9];\n const zz = m[10];\n\n dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);\n dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);\n dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n *\n * Note: If you pass `Infinity` for zFar then it will produce a projection matrix\n * returns -Infinity for Z when transforming coordinates with Z <= 0 and +Infinity for Z\n * otherwise.\n *\n * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).\n * @param aspect - The aspect ratio width / height.\n * @param zNear - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param zFar - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */\nexport function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n } else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix that transforms from\n * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y\n * and 0 to +1 in z.\n * @param left - Left side of the near clipping plane viewport.\n * @param right - Right side of the near clipping plane viewport.\n * @param bottom - Bottom of the near clipping plane viewport.\n * @param top - Top of the near clipping plane viewport.\n * @param near - The depth (negative z coordinate)\n * of the near clipping plane.\n * @param far - The depth (negative z coordinate)\n * of the far clipping plane.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The orthographic projection matrix.\n */\nexport function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = near / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param left - The x coordinate of the left plane of the box.\n * @param right - The x coordinate of the right plane of the box.\n * @param bottom - The y coordinate of the bottom plane of the box.\n * @param top - The y coordinate of the right plane of the box.\n * @param near - The negative z coordinate of the near plane of the box.\n * @param far - The negative z coordinate of the far plane of the box.\n * @param dst - Output matrix. If not passed a new one is created.\n * @returns The perspective projection matrix.\n */\nexport function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis: Vec3;\nlet yAxis: Vec3;\nlet zAxis: Vec3;\n\n/**\n * Computes a 4-by-4 aim transformation.\n *\n * This is a matrix which positions an object aiming down positive Z.\n * toward the target.\n *\n * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.\n *\n * @param position - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function aim(position: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(target, position, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = position[0]; dst[13] = position[1]; dst[14] = position[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 camera aim transformation.\n *\n * This is a matrix which positions an object aiming down negative Z.\n * toward the target.\n *\n * Note: this is the inverse of `lookAt`\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The aim matrix.\n */\nexport function cameraAim(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;\n dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;\n dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;\n dst[12] = eye[0]; dst[13] = eye[1]; dst[14] = eye[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 view transformation.\n *\n * This is a view matrix which transforms all other objects\n * to be in the space of the view defined by the parameters.\n *\n * @param eye - The position of the object.\n * @param target - The position meant to be aimed at.\n * @param up - A vector pointing up.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The look-at matrix.\n */\nexport function lookAt(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || vec3.create();\n yAxis = yAxis || vec3.create();\n zAxis = zAxis || vec3.create();\n\n vec3.normalize(vec3.subtract(eye, target, zAxis), zAxis);\n vec3.normalize(vec3.cross(up, zAxis, xAxis), xAxis);\n vec3.normalize(vec3.cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0]; dst[ 1] = yAxis[0]; dst[ 2] = zAxis[0]; dst[ 3] = 0;\n dst[ 4] = xAxis[1]; dst[ 5] = yAxis[1]; dst[ 6] = zAxis[1]; dst[ 7] = 0;\n dst[ 8] = xAxis[2]; dst[ 9] = yAxis[2]; dst[10] = zAxis[2]; dst[11] = 0;\n\n dst[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);\n dst[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);\n dst[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translation matrix.\n */\nexport function translation(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = v[0]; dst[13] = v[1]; dst[14] = v[2]; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param m - The matrix.\n * @param v - The vector by\n * which to translate.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The translated matrix.\n */\nexport function translate(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationX(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = c; dst[ 6] = s; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = -s; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateX(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationY(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = 0; dst[ 2] = -s; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = s; dst[ 9] = 0; dst[10] = c; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateY(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotation matrix.\n */\nexport function rotationZ(angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param m - The matrix.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function rotateZ(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport function axisRotation(axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle. (same as axisRotation)\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns A matrix which rotates angle radians\n * around the axis.\n */\nexport const rotation = axisRotation;\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport function axisRotate(m: Mat4, axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle. (same as rotate)\n * @param m - The matrix.\n * @param axis - The axis\n * about which to rotate.\n * @param angleInRadians - The angle by which to rotate (in radians).\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The rotated matrix.\n */\nexport const rotate = axisRotate;\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param v - A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function scaling(v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0]; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = v[1]; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = v[2]; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param m - The matrix to be modified.\n * @param v - A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function scale(m: Mat4, v: Vec3, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.\n * @param s - the amount to scale\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaling matrix.\n */\nexport function uniformScaling(s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;\n dst[ 4] = 0; dst[ 5] = s; dst[ 6] = 0; dst[ 7] = 0;\n dst[ 8] = 0; dst[ 9] = 0; dst[10] = s; dst[11] = 0;\n dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by a uniform scale.\n * @param m - The matrix to be modified.\n * @param s - The amount to scale.\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The scaled matrix.\n */\nexport function uniformScale(m: Mat4, s: number, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n dst[ 0] = s * m[0 * 4 + 0];\n dst[ 1] = s * m[0 * 4 + 1];\n dst[ 2] = s * m[0 * 4 + 2];\n dst[ 3] = s * m[0 * 4 + 3];\n dst[ 4] = s * m[1 * 4 + 0];\n dst[ 5] = s * m[1 * 4 + 1];\n dst[ 6] = s * m[1 * 4 + 2];\n dst[ 7] = s * m[1 * 4 + 3];\n dst[ 8] = s * m[2 * 4 + 0];\n dst[ 9] = s * m[2 * 4 + 1];\n dst[10] = s * m[2 * 4 + 2];\n dst[11] = s * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link quat.setDefaultType}.\n */\nexport type Quat = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Quat4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Quat4`. In other words you can do this\n *\n * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = quat4.create();\n * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let QuatType: new (n: number) => Quat = Float32Array;\n\n/**\n * Sets the type this library creates for a Quat4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Quat4\n */\nexport function setDefaultType(ctor: new (n: number) => Quat) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\n}\n\n/**\n * Creates a quat4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Quat {\n const dst = new QuatType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Quat, create, setDefaultType, QuatType } from './quat';\nimport { Mat3 } from './mat3.js';\nimport { Mat4 } from './mat4.js';\nimport { Vec3 } from './vec3.js';\nimport * as vec3 from './vec3-impl.js';\n\nexport type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';\n\nexport default Quat;\nexport { create, setDefaultType };\n\n/**\n * Creates a Quat; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Quat\n * Also see {@link quat.create} and {@link quat.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Quat) {\n dst = dst || new QuatType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Sets a quaternion from the given angle and axis,\n * then returns it.\n *\n * @param axis - the axis to rotate around\n * @param angleInRadians - the angle\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The quaternion that represents the given axis and angle\n **/\nexport function fromAxisAngle(axis: Vec3, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\n\n dst[0] = s * axis[0];\n dst[1] = s * axis[1];\n dst[2] = s * axis[2];\n dst[3] = Math.cos(halfAngle);\n\n return dst;\n}\n\n/**\n * Gets the rotation axis and angle\n * @param q - quaternion to compute from\n * @param dst - Vec3 to hold result. If not passed in a new one is created.\n * @return angle and axis\n */\nexport function toAxisAngle(q: Quat, dst?: Vec3): { angle: number, axis: Vec3 } {\n dst = dst || vec3.create(4);\n\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > utils.EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n } else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return { angle, axis: dst };\n}\n\n/**\n * Returns the angle in degrees between two rotations a and b.\n * @param a - quaternion a\n * @param b - quaternion b\n * @return angle in radians between the two quaternions\n */\nexport function angle(a: Quat, b: Quat) {\n const d = dot(a, b);\n return Math.acos(2 * d * d - 1);\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function multiply(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n\n dst[0] = ax * bw + aw * bx + ay * bz - az * by;\n dst[1] = ay * bw + aw * by + az * bx - ax * bz;\n dst[2] = az * bw + aw * bz + ax * by - ay * bx;\n dst[3] = aw * bw - ax * bx - ay * by - az * bz;\n\n return dst;\n}\n\n/**\n * Multiplies two quaternions\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport const mul = multiply;\n\n/**\n * Rotates the given quaternion around the X axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateX(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qw * bx;\n dst[1] = qy * bw + qz * bx;\n dst[2] = qz * bw - qy * bx;\n dst[3] = qw * bw - qx * bx;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Y axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateY(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw - qz * by;\n dst[1] = qy * bw + qw * by;\n dst[2] = qz * bw + qx * by;\n dst[3] = qw * bw - qy * by;\n\n return dst;\n}\n\n/**\n * Rotates the given quaternion around the Z axis by the given angle.\n * @param q - quaternion to rotate\n * @param angleInRadians - The angle by which to rotate\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function rotateZ(q: Quat, angleInRadians: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const halfAngle = angleInRadians * 0.5;\n\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\n\n dst[0] = qx * bw + qy * bz;\n dst[1] = qy * bw - qx * bz;\n dst[2] = qz * bw + qw * bz;\n dst[3] = qw * bw - qz * bz;\n\n return dst;\n}\n\n/**\n * Spherically linear interpolate between two quaternions\n *\n * @param a - starting value\n * @param b - ending value\n * @param t - value where 0 = a and 1 = b\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the result of a * b\n */\nexport function slerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n\n let scale0;\n let scale1;\n\n if (1.0 - cosOmega > utils.EPSILON) {\n const omega = Math.acos(cosOmega);\n const sinOmega = Math.sin(omega);\n scale0 = Math.sin((1 - t) * omega) / sinOmega;\n scale1 = Math.sin(t * omega) / sinOmega;\n } else {\n scale0 = 1.0 - t;\n scale1 = t;\n }\n\n dst[0] = scale0 * ax + scale1 * bx;\n dst[1] = scale0 * ay + scale1 * by;\n dst[2] = scale0 * az + scale1 * bz;\n dst[3] = scale0 * aw + scale1 * bw;\n\n return dst;\n}\n\n/**\n * Compute the inverse of a quaternion\n *\n * @param q - quaternion to compute the inverse of\n * @returns A quaternion that is the result of a * b\n */\nexport function inverse(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n\n return dst;\n}\n\n/**\n * Compute the conjugate of a quaternion\n * For quaternions with a magnitude of 1 (a unit quaternion)\n * this returns the same as the inverse but is faster to calculate.\n *\n * @param q - quaternion to compute the conjugate of.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The conjugate of q\n */\nexport function conjugate(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given rotation matrix.\n *\n * The created quaternion is not normalized.\n *\n * @param m - rotation matrix\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function fromMat(m: Mat3 | Mat4, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n /*\n 0 1 2\n 3 4 5\n 6 7 8\n\n 0 1 2\n 4 5 6\n 8 9 10\n */\n\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const trace = m[0] + m[5] + m[10];\n\n if (trace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n const root = Math.sqrt(trace + 1); // 2w\n dst[3] = 0.5 * root;\n const invRoot = 0.5 / root; // 1/(4w)\n\n dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n } else {\n // |w| <= 1/2\n let i = 0;\n\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n\n const root = Math.sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0);\n dst[i] = 0.5 * root;\n\n const invRoot = 0.5 / root;\n\n dst[3] = (m[j * 4 + k] - m[k * 4 + j]) * invRoot;\n dst[j] = (m[j * 4 + i] + m[i * 4 + j]) * invRoot;\n dst[k] = (m[k * 4 + i] + m[i * 4 + k]) * invRoot;\n }\n\n return dst;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param xAngleInRadians - angle to rotate around X axis in radians.\n * @param yAngleInRadians - angle to rotate around Y axis in radians.\n * @param zAngleInRadians - angle to rotate around Z axis in radians.\n * @param order - order to apply euler angles\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion representing the same rotation as the euler angles applied in the given order\n */\nexport function fromEuler(\n xAngleInRadians: number,\n yAngleInRadians: number,\n zAngleInRadians: number,\n order: RotationOrder,\n dst?: Quat) {\n dst = dst || new QuatType(4);\n\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\n\n const sx = Math.sin(xHalfAngle);\n const cx = Math.cos(xHalfAngle);\n const sy = Math.sin(yHalfAngle);\n const cy = Math.cos(yHalfAngle);\n const sz = Math.sin(zHalfAngle);\n const cz = Math.cos(zHalfAngle);\n\n switch (order) {\n case 'xyz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'xzy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yxz':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz - sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n case 'yzx':\n dst[0] = sx * cy * cz + cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zxy':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz + sx * sy * cz;\n dst[3] = cx * cy * cz - sx * sy * sz;\n break;\n\n case 'zyx':\n dst[0] = sx * cy * cz - cx * sy * sz;\n dst[1] = cx * sy * cz + sx * cy * sz;\n dst[2] = cx * cy * sz - sx * sy * cz;\n dst[3] = cx * cy * cz + sx * sy * sz;\n break;\n\n default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n\n return dst;\n}\n\n/**\n * Copies a quaternion. (same as {@link quat.clone})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is a copy of q\n */\nexport function copy(q: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n\n return dst;\n}\n\n/**\n * Clones a quaternion. (same as {@link quat.copy})\n * Also see {@link quat.create} and {@link quat.set}\n * @param q - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A copy of q.\n */\nexport const clone = copy;\n\n/**\n * Adds two quaternions; assumes a and b have the same dimension.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the sum of a and b.\n */\nexport function add(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport function subtract(a: Quat, b: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two quaternions.\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns A quaternion that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Multiplies a quaternion by a scalar.\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function mulScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a quaternion by a scalar. (same as mulScalar)\n * @param v - The quaternion.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The scaled quaternion.\n */\nexport function divScalar(v: Quat, k: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two quaternions\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns dot product\n */\nexport function dot(a: Quat, b: Quat): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Performs linear interpolation on two quaternions.\n * Given quaternions a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @param t - Interpolation coefficient.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport function length(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport function lengthSq(v: Quat): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Divides a quaternion by its Euclidean length and returns the quotient.\n * @param v - The quaternion.\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns The normalized quaternion.\n */\nexport function normalize(v: Quat, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Check if 2 quaternions are approximately equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are approximately equal\n */\nexport function equalsApproximately(a: Quat, b: Quat): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 quaternions are exactly equal\n * @param a - Operand quaternion.\n * @param b - Operand quaternion.\n * @returns true if quaternions are exactly equal\n */\nexport function equals(a: Quat, b: Quat): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Creates an identity quaternion\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns an identity quaternion\n */\nexport function identity(dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n}\n\nlet tempVec3: Vec3;\nlet xUnitVec3: Vec3;\nlet yUnitVec3: Vec3;\n\n/**\n * Computes a quaternion to represent the shortest rotation from one vector to another.\n *\n * @param aUnit - the start vector\n * @param bUnit - the end vector\n * @param dst - quaternion to hold result. If not passed in a new one is created.\n * @returns the result\n */\nexport function rotationTo(aUnit: Vec3, bUnit: Vec3, dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempVec3 = tempVec3 || vec3.create();\n xUnitVec3 = xUnitVec3 || vec3.create(1, 0, 0);\n yUnitVec3 = yUnitVec3 || vec3.create(0, 1, 0);\n\n const dot = vec3.dot(aUnit, bUnit);\n if (dot < -0.999999) {\n vec3.cross(xUnitVec3, aUnit, tempVec3);\n if (vec3.len(tempVec3) < 0.000001) {\n vec3.cross(yUnitVec3, aUnit, tempVec3);\n }\n\n vec3.normalize(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n\n return dst;\n } else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n\n return dst;\n } else {\n vec3.cross(aUnit, bUnit, tempVec3);\n\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n\n return normalize(dst, dst);\n }\n}\n\nlet tempQuat1: Quat;\nlet tempQuat2: Quat;\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param a - the first quaternion\n * @param b - the second quaternion\n * @param c - the third quaternion\n * @param d - the fourth quaternion\n * @param t - Interpolation coefficient 0 to 1\n * @returns result\n */\nexport function sqlerp(\n a: Quat,\n b: Quat,\n c: Quat,\n d: Quat,\n t: number,\n dst?: Quat): Quat {\n dst = dst || new QuatType(4);\n\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n\n return dst;\n}\n","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link vec4.setDefaultType}.\n */\nexport type Vec4 = number[] | Float32Array | Float64Array;\n\n/**\n *\n * Vec4 math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new `Vec4`. In other words you can do this\n *\n * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.\n *\n * or\n *\n * const v = vec4.create();\n * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always safe to pass any vector as the destination. So for example\n *\n * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n */\n\nexport let VecType: new (n: number) => Vec4 = Float32Array;\n\n/**\n * Sets the type this library creates for a Vec4\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n * @returns previous constructor for Vec4\n */\nexport function setDefaultType(ctor: new (n: number) => Vec4) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values.\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param w - Initial w value.\n * @returns the created vector\n */\nexport function create(x?: number, y?: number, z?: number, w?: number): Vec4 {\n const dst = new VecType(4);\n if (x !== undefined) {\n dst[0] = x;\n if (y !== undefined) {\n dst[1] = y;\n if (z !== undefined) {\n dst[2] = z;\n if (w !== undefined) {\n dst[3] = w;\n }\n }\n }\n }\n return dst;\n}","/*\n * Copyright 2022 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nimport * as utils from './utils.js';\nimport { Vec4, create, setDefaultType, VecType } from './vec4';\nimport { Mat4 } from './mat4';\n\nexport default Vec4;\nexport { create, setDefaultType };\n\n/**\n * Creates a vec4; may be called with x, y, z to set initial values. (same as create)\n * @param x - Initial x value.\n * @param y - Initial y value.\n * @param z - Initial z value.\n * @param z - Initial w value.\n * @returns the created vector\n */\nexport const fromValues = create;\n\n/**\n * Sets the values of a Vec4\n * Also see {@link vec4.create} and {@link vec4.copy}\n *\n * @param x first value\n * @param y second value\n * @param z third value\n * @param w fourth value\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector with its elements set.\n */\nexport function set(x: number, y: number, z: number, w: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n\n return dst;\n}\n\n/**\n * Applies Math.ceil to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the ceil of each element of v.\n */\nexport function ceil(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n dst[3] = Math.ceil(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.floor to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the floor of each element of v.\n */\nexport function floor(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n dst[3] = Math.floor(v[3]);\n\n return dst;\n}\n\n/**\n * Applies Math.round to each element of vector\n * @param v - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the round of each element of v.\n */\nexport function round(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n dst[3] = Math.round(v[3]);\n\n return dst;\n}\n\n/**\n * Clamp each element of vector between min and max\n * @param v - Operand vector.\n * @param max - Min value, default 0\n * @param min - Max value, default 1\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that the clamped value of each element of v.\n */\nexport function clamp(v: Vec4, min = 0, max = 1, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n dst[2] = Math.min(max, Math.max(min, v[2]));\n dst[3] = Math.min(max, Math.max(min, v[3]));\n\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a and b.\n */\nexport function add(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n dst[3] = a[3] + b[3];\n\n return dst;\n}\n\n/**\n * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param scale - Amount to scale b\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the sum of a + b * scale.\n */\nexport function addScaled(a: Vec4, b: Vec4, scale: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n dst[2] = a[2] + b[2] * scale;\n dst[3] = a[3] + b[3] * scale;\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport function subtract(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n dst[3] = a[3] - b[3];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A vector that is the difference of a and b.\n */\nexport const sub = subtract;\n\n/**\n * Check if 2 vectors are approximately equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are approximately equal\n */\nexport function equalsApproximately(a: Vec4, b: Vec4): boolean {\n return Math.abs(a[0] - b[0]) < utils.EPSILON &&\n Math.abs(a[1] - b[1]) < utils.EPSILON &&\n Math.abs(a[2] - b[2]) < utils.EPSILON &&\n Math.abs(a[3] - b[3]) < utils.EPSILON;\n}\n\n/**\n * Check if 2 vectors are exactly equal\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns true if vectors are exactly equal\n */\nexport function equals(a: Vec4, b: Vec4): boolean {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficient.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The linear interpolated result.\n */\nexport function lerp(a: Vec4, b: Vec4, t: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n dst[3] = a[3] + t * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param t - Interpolation coefficients vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns the linear interpolated result.\n */\nexport function lerpV(a: Vec4, b: Vec4, t: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n dst[3] = a[3] + t[3] * (b[3] - a[3]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The max components vector.\n */\nexport function max(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n dst[3] = Math.max(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The min components vector.\n */\nexport function min(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n dst[3] = Math.min(a[3], b[3]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function mulScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n dst[3] = v[3] * k;\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar. (same as mulScalar)\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport const scale = mulScalar;\n\n/**\n * Divides a vector by a scalar.\n * @param v - The vector.\n * @param k - The scalar.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The scaled vector.\n */\nexport function divScalar(v: Vec4, k: number, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n dst[3] = v[3] / k;\n\n return dst;\n}\n\n/**\n * Inverse a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport function inverse(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n dst[3] = 1 / v[3];\n\n return dst;\n}\n\n/**\n * Invert a vector. (same as inverse)\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The inverted vector.\n */\nexport const invert = inverse;\n\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nexport function dot(a: Vec4, b: Vec4): number {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nexport function length(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n}\n\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nexport const len = length;\n\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport function lengthSq(v: Vec4): number {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;\n}\n\n/**\n * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nexport const lenSq = lengthSq;\n\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport function distance(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);\n}\n\n/**\n * Computes the distance between 2 points (same as distance)\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nexport const dist = distance;\n\n/**\n * Computes the square of the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport function distanceSq(a: Vec4, b: Vec4): number {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n const dw = a[3] - b[3];\n return dx * dx + dy * dy + dz * dz + dw * dw;\n}\n\n/**\n * Computes the square of the distance between 2 points (same as distanceSq)\n * @param a - vector.\n * @param b - vector.\n * @returns square of the distance between a and b\n */\nexport const distSq = distanceSq;\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The normalized vector.\n */\nexport function normalize(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);\n\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n dst[3] = v3 / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns -v.\n */\nexport function negate(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n\n return dst;\n}\n\n/**\n * Copies a vector. (same as {@link vec4.clone})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport function copy(v: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n\n return dst;\n}\n\n/**\n * Clones a vector. (same as {@link vec4.copy})\n * Also see {@link vec4.create} and {@link vec4.set}\n * @param v - The vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns A copy of v.\n */\nexport const clone = copy;\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport function multiply(a: Vec4, b: Vec4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n dst[3] = a[3] * b[3];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as mul)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of products of entries of a and b.\n */\nexport const mul = multiply;\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport function divide(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n dst[3] = a[3] / b[3];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length. (same as divide)\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The vector of quotients of entries of a and b.\n */\nexport const div = divide;\n\n/**\n * Zero's a vector\n * @param dst - vector to hold result. If not passed in a new one is created.\n * @returns The zeroed vector.\n */\nexport function zero(dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n return dst;\n}\n\n\n/**\n * transform vec4 by 4x4 matrix\n * @param v - the vector\n * @param m - The matrix.\n * @param dst - optional vec4 to store result. If not passed a new one is created.\n * @returns the transformed vector\n */\nexport function transformMat4(v: Vec4, m: Mat4, dst?: Vec4): Vec4 {\n dst = dst || new VecType(4);\n\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = v[3];\n\n dst[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;\n dst[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;\n dst[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n dst[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\n return dst;\n}\n\n\n/**\n * Treat a 4D vector as a direction and set it's length\n *\n * @param a The vec4 to lengthen\n * @param len The length of the resulting vector\n * @returns The lengthened vector\n */\nexport function setLength(a: Vec4, len: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\n}\n\n/**\n * Ensure a vector is not longer than a max length\n *\n * @param a The vec4 to limit\n * @param maxLen The longest length of the resulting vector\n * @returns The vector, shortened to maxLen if it's too long\n */\nexport function truncate(a: Vec4, maxLen: number, dst?: Vec4) {\n dst = dst || new VecType(4);\n\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n\n return copy(a, dst);\n}\n\n/**\n * Return the vector exactly between 2 endpoint vectors\n *\n * @param a Endpoint 1\n * @param b Endpoint 2\n * @returns The vector exactly residing between endpoints 1 and 2\n */\nexport function midpoint(a: Vec4, b: Vec4, dst?: Vec4) {\n dst = dst || new VecType(4);\n return lerp(a, b, 0.5, dst);\n}\n","import Mat3, * as mat3 from './mat3-impl';\nimport Mat4, * as mat4 from './mat4-impl';\nimport Quat, * as quat from './quat-impl';\nimport Vec2, * as vec2 from './vec2-impl';\nimport Vec3, * as vec3 from './vec3-impl';\nimport Vec4, * as vec4 from './vec4-impl';\nimport * as utils from './utils';\n\n/**\n * Sets the type this library creates for all types\n *\n * example:\n *\n * ```\n * setDefaultType(Float64Array);\n * ```\n *\n * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`\n */\nexport function setDefaultType(ctor: new (n: number) => Float32Array | Float64Array | number[]) {\n mat3.setDefaultType(ctor);\n mat4.setDefaultType(ctor);\n quat.setDefaultType(ctor);\n vec2.setDefaultType(ctor);\n vec3.setDefaultType(ctor);\n vec4.setDefaultType(ctor);\n}\n\nexport {\n Mat3,\n mat3,\n Mat4,\n mat4,\n Quat,\n quat,\n utils,\n Vec2,\n vec2,\n Vec3,\n vec3,\n Vec4,\n 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\ No newline at end of file diff --git a/docs/assets/style.css b/docs/assets/style.css index 18b4f8f..778b949 100644 --- a/docs/assets/style.css +++ b/docs/assets/style.css @@ -11,6 +11,7 @@ --light-color-text-aside: #6e6e6e; --light-color-link: #1f70c2; + --light-color-ts-keyword: #056bd6; --light-color-ts-project: #b111c9; --light-color-ts-module: var(--light-color-ts-project); --light-color-ts-namespace: var(--light-color-ts-project); @@ -28,11 +29,10 @@ --light-color-ts-constructor-signature: var(--light-color-ts-constructor); --light-color-ts-parameter: var(--light-color-ts-variable); /* type literal not included as links will never be generated to it */ - --light-color-ts-type-parameter: var(--light-color-ts-type-alias); + --light-color-ts-type-parameter: #a55c0e; --light-color-ts-accessor: var(--light-color-ts-property); --light-color-ts-get-signature: var(--light-color-ts-accessor); --light-color-ts-set-signature: var(--light-color-ts-accessor); - /* object literal not included as it is not used and will be removed in 0.25 */ --light-color-ts-type-alias: #d51270; /* reference not included as links will be colored with the kind that it points to */ @@ -51,6 +51,7 @@ --dark-color-text-aside: #dddddd; --dark-color-link: #00aff4; + --dark-color-ts-keyword: #3399ff; --dark-color-ts-project: #e358ff; --dark-color-ts-module: var(--dark-color-ts-project); --dark-color-ts-namespace: var(--dark-color-ts-project); @@ -68,11 +69,10 @@ --dark-color-ts-constructor-signature: var(--dark-color-ts-constructor); --dark-color-ts-parameter: var(--dark-color-ts-variable); /* type literal not included as links will never be generated to it */ - --dark-color-ts-type-parameter: var(--dark-color-ts-type-alias); + --dark-color-ts-type-parameter: #e07d13; --dark-color-ts-accessor: var(--dark-color-ts-property); --dark-color-ts-get-signature: var(--dark-color-ts-accessor); --dark-color-ts-set-signature: var(--dark-color-ts-accessor); - /* object literal not included as it is not used and will be removed in 0.25 */ --dark-color-ts-type-alias: #ff6492; /* reference not included as links will be colored with the kind that it points to */ @@ -93,6 +93,7 @@ --color-text-aside: var(--light-color-text-aside); --color-link: var(--light-color-link); + --color-ts-keyword: var(--light-color-ts-keyword); --color-ts-module: var(--light-color-ts-module); --color-ts-namespace: var(--light-color-ts-namespace); --color-ts-enum: var(--light-color-ts-enum); @@ -134,6 +135,7 @@ --color-text-aside: var(--dark-color-text-aside); --color-link: var(--dark-color-link); + --color-ts-keyword: var(--dark-color-ts-keyword); --color-ts-module: var(--dark-color-ts-module); --color-ts-namespace: var(--dark-color-ts-namespace); --color-ts-enum: var(--dark-color-ts-enum); @@ -182,6 +184,7 @@ body { --color-text-aside: var(--light-color-text-aside); --color-link: var(--light-color-link); + --color-ts-keyword: var(--light-color-ts-keyword); --color-ts-module: var(--light-color-ts-module); --color-ts-namespace: var(--light-color-ts-namespace); --color-ts-enum: var(--light-color-ts-enum); @@ -221,6 +224,7 @@ body { --color-text-aside: var(--dark-color-text-aside); --color-link: var(--dark-color-link); + --color-ts-keyword: var(--dark-color-ts-keyword); --color-ts-module: var(--dark-color-ts-module); --color-ts-namespace: var(--dark-color-ts-namespace); --color-ts-enum: var(--dark-color-ts-enum); @@ -262,12 +266,12 @@ h6 { line-height: 1.2; } -h1 > a, -h2 > a, -h3 > a, -h4 > a, -h5 > a, -h6 > a { +h1 > a:not(.link), +h2 > a:not(.link), +h3 > a:not(.link), +h4 > a:not(.link), +h5 > a:not(.link), +h6 > a:not(.link) { text-decoration: none; color: var(--color-text); } @@ -323,17 +327,14 @@ dd { } /* Footer */ -.tsd-generator { +footer { border-top: 1px solid var(--color-accent); padding-top: 1rem; padding-bottom: 1rem; max-height: 3.5rem; } - -.tsd-generator > p { - margin-top: 0; - margin-bottom: 0; - padding: 0 1rem; +.tsd-generator { + margin: 0 1em; } .container-main { @@ -401,7 +402,8 @@ dd { } body { background: var(--color-background); - font-family: "Segoe UI", sans-serif; + font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", "Noto Sans", + Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji"; font-size: 16px; color: var(--color-text); } @@ -468,13 +470,12 @@ blockquote { padding: 0 0 0 20px; margin: 0; } -.tsd-typography h4, .tsd-typography .tsd-index-panel h3, .tsd-index-panel .tsd-typography h3, +.tsd-typography h4, .tsd-typography h5, .tsd-typography h6 { font-size: 1em; - margin: 0; } .tsd-typography h5, .tsd-typography h6 { @@ -485,6 +486,19 @@ blockquote { .tsd-typography ol { margin: 1em 0; } +.tsd-typography table { + border-collapse: collapse; + border: none; +} +.tsd-typography td, +.tsd-typography th { + padding: 6px 13px; + border: 1px solid var(--color-accent); +} +.tsd-typography thead, +.tsd-typography tr:nth-child(even) { + background-color: var(--color-background-secondary); +} .tsd-breadcrumb { margin: 0; @@ -633,6 +647,28 @@ input[type="checkbox"]:checked ~ svg .tsd-checkbox-checkmark { font-weight: bold; } +.tsd-full-hierarchy:not(:last-child) { + margin-bottom: 1em; + padding-bottom: 1em; + border-bottom: 1px solid var(--color-accent); +} +.tsd-full-hierarchy, +.tsd-full-hierarchy ul { + list-style: none; + margin: 0; + padding: 0; +} +.tsd-full-hierarchy ul { + padding-left: 1.5rem; +} +.tsd-full-hierarchy a { + padding: 0.25rem 0 !important; + font-size: 1rem; + display: inline-flex; + align-items: center; + color: var(--color-text); +} + .tsd-panel-group.tsd-index-group { margin-bottom: 0; } @@ -698,12 +734,15 @@ input[type="checkbox"]:checked ~ svg .tsd-checkbox-checkmark { } .tsd-navigation > a, .tsd-navigation .tsd-accordion-summary { - width: calc(100% - 0.5rem); + width: calc(100% - 0.25rem); + display: flex; + align-items: center; } .tsd-navigation a, .tsd-navigation summary > span, .tsd-page-navigation a { - display: inline-flex; + display: flex; + width: calc(100% - 0.25rem); align-items: center; padding: 0.25rem; color: var(--color-text); @@ -743,11 +782,6 @@ input[type="checkbox"]:checked ~ svg .tsd-checkbox-checkmark { margin-left: -1.5rem; } -.tsd-nested-navigation > li > a, -.tsd-nested-navigation > li > span { - width: calc(100% - 1.75rem - 0.5rem); -} - .tsd-page-navigation ul { padding-left: 1.75rem; } @@ -900,8 +934,9 @@ a.tsd-index-link { box-shadow: 0 0 4px rgba(0, 0, 0, 0.25); } #tsd-search .results li { - padding: 0 10px; background-color: var(--color-background); + line-height: initial; + padding: 4px; } #tsd-search .results li:nth-child(even) { background-color: var(--color-background-secondary); @@ -909,12 +944,15 @@ a.tsd-index-link { #tsd-search .results li.state { display: none; } -#tsd-search .results li.current, -#tsd-search .results li:hover { +#tsd-search .results li.current:not(.no-results), +#tsd-search .results li:hover:not(.no-results) { background-color: var(--color-accent); } #tsd-search .results a { - display: block; + display: flex; + align-items: center; + padding: 0.25rem; + box-sizing: border-box; } #tsd-search .results a:before { top: 10px; @@ -970,6 +1008,11 @@ a.tsd-index-link { overflow-x: auto; } +.tsd-signature-keyword { + color: var(--color-ts-keyword); + font-weight: normal; +} + .tsd-signature-symbol { color: var(--color-text-aside); font-weight: normal; @@ -1070,7 +1113,9 @@ ul.tsd-type-parameter-list h5 { overflow: hidden; opacity: 0.8; height: 40px; - transition: opacity 0.1s, background-color 0.2s; + transition: + opacity 0.1s, + background-color 0.2s; vertical-align: bottom; cursor: pointer; } @@ -1122,7 +1167,7 @@ img { } .deprecated { - text-decoration: line-through; + text-decoration: line-through !important; } .warning { diff --git a/docs/functions/mat3.clone.html b/docs/functions/mat3.clone.html index d586ede..0a3e13f 100644 --- a/docs/functions/mat3.clone.html +++ b/docs/functions/mat3.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
-
- -
-
-
-
- -

Function clone

-
-
    - -
  • -

    Copies a matrix (same as copy) -Also see create and set

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat3
      -

      The matrix. If not passed a new one is created.

      -
    -

    Returns Mat3

    A copy of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +clone | wgpu-matrix

Function clone

\ No newline at end of file diff --git a/docs/functions/mat3.copy.html b/docs/functions/mat3.copy.html index 783bfb4..4a08163 100644 --- a/docs/functions/mat3.copy.html +++ b/docs/functions/mat3.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
-
- -
-
-
-
- -

Function copy

-
-
    - -
  • -

    Copies a matrix. (same as clone) -Also see create and set

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat3
      -

      The matrix. If not passed a new one is created.

      -
    -

    Returns Mat3

    A copy of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +copy | wgpu-matrix

Function copy

\ No newline at end of file diff --git a/docs/functions/mat3.create.html b/docs/functions/mat3.create.html index 70ff2bb..250672d 100644 --- a/docs/functions/mat3.create.html +++ b/docs/functions/mat3.create.html @@ -1,26 +1,4 @@ -create | wgpu-matrix
-
- -
-
-
-
- -

Function create

-
-
    - -
  • -

    Create a Mat3 from values

    +create | wgpu-matrix

    Function create

    • Create a Mat3 from values

      Note: Since passing in a raw JavaScript array is valid in all circumstances, if you want to force a JavaScript array into a Mat3's specified type @@ -34,380 +12,14 @@

      Function create

      to create a Mat3 to be filled out as in

      const m = mat3.create();
      mat3.perspective(fov, aspect, near, far, m);
      -
    -
    -

    Parameters

    -
      -
    • -
      Optional v0: number
      -

      value for element 0

      -
    • -
    • -
      Optional v1: number
      -

      value for element 1

      -
    • -
    • -
      Optional v2: number
      -

      value for element 2

      -
    • -
    • -
      Optional v3: number
      -

      value for element 3

      -
    • -
    • -
      Optional v4: number
      -

      value for element 4

      -
    • -
    • -
      Optional v5: number
      -

      value for element 5

      -
    • -
    • -
      Optional v6: number
      -

      value for element 6

      -
    • -
    • -
      Optional v7: number
      -

      value for element 7

      -
    • -
    • -
      Optional v8: number
      -

      value for element 8

      -
    -

    Returns Mat3

    matrix created from values.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +

Parameters

  • Optional v0: number

    value for element 0

    +
  • Optional v1: number

    value for element 1

    +
  • Optional v2: number

    value for element 2

    +
  • Optional v3: number

    value for element 3

    +
  • Optional v4: number

    value for element 4

    +
  • Optional v5: number

    value for element 5

    +
  • Optional v6: number

    value for element 6

    +
  • Optional v7: number

    value for element 7

    +
  • Optional v8: number

    value for element 8

    +

Returns Mat3

matrix created from values.

+
\ No newline at end of file diff --git a/docs/functions/mat3.determinant.html b/docs/functions/mat3.determinant.html index 57dce30..fe629ae 100644 --- a/docs/functions/mat3.determinant.html +++ b/docs/functions/mat3.determinant.html @@ -1,368 +1,4 @@ -determinant | wgpu-matrix
-
- -
-
-
-
- -

Function determinant

-
-
    - -
  • -

    Compute the determinant of a matrix

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      the matrix

      -
    -

    Returns number

    the determinant

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +determinant | wgpu-matrix

Function determinant

  • Compute the determinant of a matrix

    +

    Parameters

    Returns number

    the determinant

    +
\ No newline at end of file diff --git a/docs/functions/mat3.equals.html b/docs/functions/mat3.equals.html index db2a753..0c94fae 100644 --- a/docs/functions/mat3.equals.html +++ b/docs/functions/mat3.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
-
- -
-
-
-
- -

Function equals

-
-
    - -
  • -

    Check if 2 matrices are exactly equal

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat3
      -

      Operand matrix.

      -
    • -
    • -
      b: Mat3
      -

      Operand matrix.

      -
    -

    Returns boolean

    true if matrices are exactly equal

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +equals | wgpu-matrix

Function equals

  • Check if 2 matrices are exactly equal

    +

    Parameters

    • a: Mat3

      Operand matrix.

      +
    • b: Mat3

      Operand matrix.

      +

    Returns boolean

    true if matrices are exactly equal

    +
\ No newline at end of file diff --git a/docs/functions/mat3.equalsApproximately.html b/docs/functions/mat3.equalsApproximately.html index 7877312..ed7c4da 100644 --- a/docs/functions/mat3.equalsApproximately.html +++ b/docs/functions/mat3.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
-
- -
-
-
-
- -

Function equalsApproximately

-
-
    - -
  • -

    Check if 2 matrices are approximately equal

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat3
      -

      Operand matrix.

      -
    • -
    • -
      b: Mat3
      -

      Operand matrix.

      -
    -

    Returns boolean

    true if matrices are approximately equal

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +equalsApproximately | wgpu-matrix

Function equalsApproximately

  • Check if 2 matrices are approximately equal

    +

    Parameters

    • a: Mat3

      Operand matrix.

      +
    • b: Mat3

      Operand matrix.

      +

    Returns boolean

    true if matrices are approximately equal

    +
\ No newline at end of file diff --git a/docs/functions/mat3.fromMat4.html b/docs/functions/mat3.fromMat4.html index cbfcc16..e587fcb 100644 --- a/docs/functions/mat3.fromMat4.html +++ b/docs/functions/mat3.fromMat4.html @@ -1,372 +1,5 @@ -fromMat4 | wgpu-matrix
-
- -
-
-
-
- -

Function fromMat4

-
-
    - -
  • -

    Creates a Mat3 from the upper left 3x3 part of a Mat4

    -
    -
    -

    Parameters

    -
      -
    • -
      m4: Mat4
      -

      source matrix

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    Mat3 made from m4

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +fromMat4 | wgpu-matrix

Function fromMat4

  • Creates a Mat3 from the upper left 3x3 part of a Mat4

    +

    Parameters

    • m4: Mat4

      source matrix

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    Mat3 made from m4

    +
\ No newline at end of file diff --git a/docs/functions/mat3.fromQuat.html b/docs/functions/mat3.fromQuat.html index 9b6bfbd..0ddc226 100644 --- a/docs/functions/mat3.fromQuat.html +++ b/docs/functions/mat3.fromQuat.html @@ -1,372 +1,5 @@ -fromQuat | wgpu-matrix
-
- -
-
-
-
- -

Function fromQuat

-
-
    - -
  • -

    Creates a Mat3 rotation matrix from a quaternion

    -
    -
    -

    Parameters

    -
      -
    • -
      q: Quat
      -

      quaternion to create matrix from

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    Mat3 made from q

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +fromQuat | wgpu-matrix

Function fromQuat

  • Creates a Mat3 rotation matrix from a quaternion

    +

    Parameters

    • q: Quat

      quaternion to create matrix from

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    Mat3 made from q

    +
\ No newline at end of file diff --git a/docs/functions/mat3.getAxis.html b/docs/functions/mat3.getAxis.html index 0167a5d..067fd18 100644 --- a/docs/functions/mat3.getAxis.html +++ b/docs/functions/mat3.getAxis.html @@ -1,374 +1,5 @@ -getAxis | wgpu-matrix
-
- -
-
-
-
- -

Function getAxis

-
-
    - -
  • -

    Returns an axis of a 3x3 matrix as a vector with 2 entries

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      axis: number
      -

      The axis 0 = x, 1 = y,

      -
    • -
    • -
      Optional dst: Vec2
    -

    Returns Vec2

    The axis component of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +getAxis | wgpu-matrix

Function getAxis

  • Returns an axis of a 3x3 matrix as a vector with 2 entries

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • axis: number

      The axis 0 = x, 1 = y,

      +
    • Optional dst: Vec2

    Returns Vec2

    The axis component of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.getScaling.html b/docs/functions/mat3.getScaling.html index da6a79e..5df8a59 100644 --- a/docs/functions/mat3.getScaling.html +++ b/docs/functions/mat3.getScaling.html @@ -1,371 +1,4 @@ -getScaling | wgpu-matrix
-
- -
-
-
-
- -

Function getScaling

-
-
    - -
  • -

    Returns the scaling component of the matrix

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The Matrix

      -
    • -
    • -
      Optional dst: Vec2
      -

      The vector to set. If not passed a new one is created.

      -
    -

    Returns Vec2

-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +getScaling | wgpu-matrix

Function getScaling

  • Returns the scaling component of the matrix

    +

    Parameters

    • m: Mat3

      The Matrix

      +
    • Optional dst: Vec2

      The vector to set. If not passed a new one is created.

      +

    Returns Vec2

\ No newline at end of file diff --git a/docs/functions/mat3.getTranslation.html b/docs/functions/mat3.getTranslation.html index 6100d9e..ae5e1c6 100644 --- a/docs/functions/mat3.getTranslation.html +++ b/docs/functions/mat3.getTranslation.html @@ -1,373 +1,6 @@ -getTranslation | wgpu-matrix
-
- -
-
-
-
- -

Function getTranslation

-
-
\ No newline at end of file diff --git a/docs/functions/mat3.identity.html b/docs/functions/mat3.identity.html index ac6765c..9f36b2d 100644 --- a/docs/functions/mat3.identity.html +++ b/docs/functions/mat3.identity.html @@ -1,368 +1,4 @@ -identity | wgpu-matrix
-
- -
-
-
-
- -

Function identity

-
-
    - -
  • -

    Creates a 3-by-3 identity matrix.

    -
    -
    -

    Parameters

    -
      -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    A 3-by-3 identity matrix.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +identity | wgpu-matrix

Function identity

  • Creates a 3-by-3 identity matrix.

    +

    Parameters

    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    A 3-by-3 identity matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.inverse.html b/docs/functions/mat3.inverse.html index 86aee01..0ff055e 100644 --- a/docs/functions/mat3.inverse.html +++ b/docs/functions/mat3.inverse.html @@ -1,372 +1,5 @@ -inverse | wgpu-matrix
-
- -
-
-
-
- -

Function inverse

-
-
    - -
  • -

    Computes the inverse of a 3-by-3 matrix.

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The inverse of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +inverse | wgpu-matrix

Function inverse

  • Computes the inverse of a 3-by-3 matrix.

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The inverse of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.invert.html b/docs/functions/mat3.invert.html index e0b1f40..7309ddb 100644 --- a/docs/functions/mat3.invert.html +++ b/docs/functions/mat3.invert.html @@ -1,372 +1,5 @@ -invert | wgpu-matrix
-
- -
-
-
-
- -

Function invert

-
-
    - -
  • -

    Computes the inverse of a 3-by-3 matrix. (same as inverse)

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The inverse of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +invert | wgpu-matrix

Function invert

  • Computes the inverse of a 3-by-3 matrix. (same as inverse)

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The inverse of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.mul.html b/docs/functions/mat3.mul.html index 6bfe768..4c3598e 100644 --- a/docs/functions/mat3.mul.html +++ b/docs/functions/mat3.mul.html @@ -1,376 +1,6 @@ -mul | wgpu-matrix
-
- -
-
-
-
- -

Function mul

-
-
    - -
  • -

    Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat3
      -

      The matrix on the left.

      -
    • -
    • -
      b: Mat3
      -

      The matrix on the right.

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The matrix product of a and b.

    -
-
- -
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\ No newline at end of file +mul | wgpu-matrix

Function mul

  • Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)

    +

    Parameters

    • a: Mat3

      The matrix on the left.

      +
    • b: Mat3

      The matrix on the right.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The matrix product of a and b.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.multiply.html b/docs/functions/mat3.multiply.html index fbb9e49..dc29f85 100644 --- a/docs/functions/mat3.multiply.html +++ b/docs/functions/mat3.multiply.html @@ -1,376 +1,6 @@ -multiply | wgpu-matrix
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Function multiply

-
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  • -

    Multiplies two 3-by-3 matrices with a on the left and b on the right

    -
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    -

    Parameters

    -
      -
    • -
      a: Mat3
      -

      The matrix on the left.

      -
    • -
    • -
      b: Mat3
      -

      The matrix on the right.

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The matrix product of a and b.

    -
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Generated using TypeDoc

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\ No newline at end of file +multiply | wgpu-matrix

Function multiply

  • Multiplies two 3-by-3 matrices with a on the left and b on the right

    +

    Parameters

    • a: Mat3

      The matrix on the left.

      +
    • b: Mat3

      The matrix on the right.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The matrix product of a and b.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.negate.html b/docs/functions/mat3.negate.html index 7e2f32b..5e38698 100644 --- a/docs/functions/mat3.negate.html +++ b/docs/functions/mat3.negate.html @@ -1,372 +1,5 @@ -negate | wgpu-matrix
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Function negate

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    Negates a matrix.

    -
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    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
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      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    -m.

    -
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Generated using TypeDoc

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\ No newline at end of file +negate | wgpu-matrix

Function negate

  • Negates a matrix.

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    -m.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.rotate.html b/docs/functions/mat3.rotate.html index 5e60d87..c382fb9 100644 --- a/docs/functions/mat3.rotate.html +++ b/docs/functions/mat3.rotate.html @@ -1,376 +1,6 @@ -rotate | wgpu-matrix
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Function rotate

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    - -
  • -

    Rotates the given 3-by-3 matrix by the given angle.

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      angleInRadians: number
      -

      The angle by which to rotate (in radians).

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The rotated matrix.

    -
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Generated using TypeDoc

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\ No newline at end of file +rotate | wgpu-matrix

Function rotate

  • Rotates the given 3-by-3 matrix by the given angle.

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • angleInRadians: number

      The angle by which to rotate (in radians).

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The rotated matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.rotation.html b/docs/functions/mat3.rotation.html index 826317d..0d0799a 100644 --- a/docs/functions/mat3.rotation.html +++ b/docs/functions/mat3.rotation.html @@ -1,372 +1,5 @@ -rotation | wgpu-matrix
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Function rotation

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    - -
  • -

    Creates a 3-by-3 matrix which rotates by the given angle.

    -
    -
    -

    Parameters

    -
      -
    • -
      angleInRadians: number
      -

      The angle by which to rotate (in radians).

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The rotation matrix.

    -
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Generated using TypeDoc

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\ No newline at end of file +rotation | wgpu-matrix

Function rotation

  • Creates a 3-by-3 matrix which rotates by the given angle.

    +

    Parameters

    • angleInRadians: number

      The angle by which to rotate (in radians).

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The rotation matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.scale.html b/docs/functions/mat3.scale.html index 5db1605..eb63dee 100644 --- a/docs/functions/mat3.scale.html +++ b/docs/functions/mat3.scale.html @@ -1,379 +1,9 @@ -scale | wgpu-matrix
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Function scale

-
-

Returns Mat3

The scaled matrix.

+
\ No newline at end of file diff --git a/docs/functions/mat3.scaling.html b/docs/functions/mat3.scaling.html index 9af9cd7..5bdaf25 100644 --- a/docs/functions/mat3.scaling.html +++ b/docs/functions/mat3.scaling.html @@ -1,375 +1,8 @@ -scaling | wgpu-matrix
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Function scaling

-
-

Returns Mat3

The scaling matrix.

+
\ No newline at end of file diff --git a/docs/functions/mat3.set.html b/docs/functions/mat3.set.html index c87d5e1..b5ca735 100644 --- a/docs/functions/mat3.set.html +++ b/docs/functions/mat3.set.html @@ -1,405 +1,14 @@ -set | wgpu-matrix
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Function set

-
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    - -
  • -

    Sets the values of a Mat3 -Also see create and copy

    -
    -
    -

    Parameters

    -
      -
    • -
      v0: number
      -

      value for element 0

      -
    • -
    • -
      v1: number
      -

      value for element 1

      -
    • -
    • -
      v2: number
      -

      value for element 2

      -
    • -
    • -
      v3: number
      -

      value for element 3

      -
    • -
    • -
      v4: number
      -

      value for element 4

      -
    • -
    • -
      v5: number
      -

      value for element 5

      -
    • -
    • -
      v6: number
      -

      value for element 6

      -
    • -
    • -
      v7: number
      -

      value for element 7

      -
    • -
    • -
      v8: number
      -

      value for element 8

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    Mat3 set from values.

    -
-
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-

Generated using TypeDoc

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\ No newline at end of file +set | wgpu-matrix

Function set

  • Sets the values of a Mat3 +Also see mat3.create and mat3.copy

    +

    Parameters

    • v0: number

      value for element 0

      +
    • v1: number

      value for element 1

      +
    • v2: number

      value for element 2

      +
    • v3: number

      value for element 3

      +
    • v4: number

      value for element 4

      +
    • v5: number

      value for element 5

      +
    • v6: number

      value for element 6

      +
    • v7: number

      value for element 7

      +
    • v8: number

      value for element 8

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    Mat3 set from values.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.setAxis.html b/docs/functions/mat3.setAxis.html index eb71e85..1c53911 100644 --- a/docs/functions/mat3.setAxis.html +++ b/docs/functions/mat3.setAxis.html @@ -1,380 +1,7 @@ -setAxis | wgpu-matrix
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Function setAxis

-
-
    - -
  • -

    Sets an axis of a 3x3 matrix as a vector with 2 entries

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      v: Vec2
      -

      the axis vector

      -
    • -
    • -
      axis: number
      -

      The axis 0 = x, 1 = y;

      -
    • -
    • -
      Optional dst: Mat3
      -

      The matrix to set. If not passed a new one is created.

      -
    -

    Returns Mat3

    The matrix with axis set.

    -
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-

Generated using TypeDoc

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\ No newline at end of file +setAxis | wgpu-matrix

Function setAxis

  • Sets an axis of a 3x3 matrix as a vector with 2 entries

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • v: Vec2

      the axis vector

      +
    • axis: number

      The axis 0 = x, 1 = y;

      +
    • Optional dst: Mat3

      The matrix to set. If not passed a new one is created.

      +

    Returns Mat3

    The matrix with axis set.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.setDefaultType.html b/docs/functions/mat3.setDefaultType.html index d345a7d..63d1466 100644 --- a/docs/functions/mat3.setDefaultType.html +++ b/docs/functions/mat3.setDefaultType.html @@ -1,379 +1,4 @@ -setDefaultType | wgpu-matrix
-
- -
-
-
-
- -

Function setDefaultType

-
-
    - -
  • -

    Sets the type this library creates for a Mat3

    -
    -
    -

    Parameters

    -
      -
    • -
      ctor: (new (n) => Mat3)
      -

      the constructor for the type. Either Float32Array, Float64Array, or Array

      -
      -
        -
      • -
          -
        • new (n): Mat3
        • -
        • -
          -

          Parameters

          -
            -
          • -
            n: number
          -

          Returns Mat3

    -

    Returns Mat3LikeCtor

    previous constructor for Mat3

    -
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-
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Generated using TypeDoc

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\ No newline at end of file +setDefaultType | wgpu-matrix

Function setDefaultType

  • Sets the type this library creates for a Mat3

    +

    Parameters

    • ctor: (new (n) => Mat3)

      the constructor for the type. Either Float32Array, Float64Array, or Array

      +
        • new (n): Mat3
        • Parameters

          • n: number

          Returns Mat3

    Returns Mat3LikeCtor

    previous constructor for Mat3

    +
\ No newline at end of file diff --git a/docs/functions/mat3.setTranslation.html b/docs/functions/mat3.setTranslation.html index 60f8bd2..cec759f 100644 --- a/docs/functions/mat3.setTranslation.html +++ b/docs/functions/mat3.setTranslation.html @@ -1,377 +1,7 @@ -setTranslation | wgpu-matrix
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Function setTranslation

-
-
\ No newline at end of file diff --git a/docs/functions/mat3.translate.html b/docs/functions/mat3.translate.html index 52ca0d9..99c1f0e 100644 --- a/docs/functions/mat3.translate.html +++ b/docs/functions/mat3.translate.html @@ -1,376 +1,6 @@ -translate | wgpu-matrix
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Function translate

-
-
    - -
  • -

    Translates the given 3-by-3 matrix by the given vector v.

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat3
      -

      The matrix.

      -
    • -
    • -
      v: Vec2
      -

      The vector by which to translate.

      -
    • -
    • -
      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The translated matrix.

    -
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Generated using TypeDoc

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\ No newline at end of file +translate | wgpu-matrix

Function translate

  • Translates the given 3-by-3 matrix by the given vector v.

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • v: Vec2

      The vector by which to translate.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The translated matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.translation.html b/docs/functions/mat3.translation.html index 78c99e5..12f5605 100644 --- a/docs/functions/mat3.translation.html +++ b/docs/functions/mat3.translation.html @@ -1,372 +1,5 @@ -translation | wgpu-matrix
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Function translation

-
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    Creates a 3-by-3 matrix which translates by the given vector v.

    -
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    -

    Parameters

    -
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      v: Vec2
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      The vector by which to translate.

      -
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      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The translation matrix.

    -
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Generated using TypeDoc

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\ No newline at end of file +translation | wgpu-matrix

Function translation

  • Creates a 3-by-3 matrix which translates by the given vector v.

    +

    Parameters

    • v: Vec2

      The vector by which to translate.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The translation matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.transpose.html b/docs/functions/mat3.transpose.html index 01513c9..c925384 100644 --- a/docs/functions/mat3.transpose.html +++ b/docs/functions/mat3.transpose.html @@ -1,372 +1,5 @@ -transpose | wgpu-matrix
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Function transpose

-
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    Takes the transpose of a matrix.

    -
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    -

    Parameters

    -
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      m: Mat3
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      The matrix.

      -
    • -
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      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The transpose of m.

    -
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Generated using TypeDoc

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\ No newline at end of file +transpose | wgpu-matrix

Function transpose

  • Takes the transpose of a matrix.

    +

    Parameters

    • m: Mat3

      The matrix.

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The transpose of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat3.uniformScale.html b/docs/functions/mat3.uniformScale.html index 0d0e345..3badb9d 100644 --- a/docs/functions/mat3.uniformScale.html +++ b/docs/functions/mat3.uniformScale.html @@ -1,377 +1,7 @@ -uniformScale | wgpu-matrix
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Function uniformScale

-
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\ No newline at end of file diff --git a/docs/functions/mat3.uniformScaling.html b/docs/functions/mat3.uniformScaling.html index e9e037d..14fd331 100644 --- a/docs/functions/mat3.uniformScaling.html +++ b/docs/functions/mat3.uniformScaling.html @@ -1,372 +1,5 @@ -uniformScaling | wgpu-matrix
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Function uniformScaling

-
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    - -
  • -

    Creates a 3-by-3 matrix which scales uniformly in each dimension

    -
    -
    -

    Parameters

    -
      -
    • -
      s: number
      -

      Amount to scale

      -
    • -
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      Optional dst: Mat3
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat3

    The scaling matrix.

    -
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Generated using TypeDoc

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\ No newline at end of file +uniformScaling | wgpu-matrix

Function uniformScaling

  • Creates a 3-by-3 matrix which scales uniformly in each dimension

    +

    Parameters

    • s: number

      Amount to scale

      +
    • Optional dst: Mat3

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat3

    The scaling matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.aim.html b/docs/functions/mat4.aim.html index 9b4f949..3ef3448 100644 --- a/docs/functions/mat4.aim.html +++ b/docs/functions/mat4.aim.html @@ -1,383 +1,10 @@ -aim | wgpu-matrix
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Function aim

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\ No newline at end of file diff --git a/docs/functions/mat4.axisRotate.html b/docs/functions/mat4.axisRotate.html index ebd1049..4a275be 100644 --- a/docs/functions/mat4.axisRotate.html +++ b/docs/functions/mat4.axisRotate.html @@ -1,382 +1,9 @@ -axisRotate | wgpu-matrix
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Function axisRotate

-
-

Returns Mat4

The rotated matrix.

+
\ No newline at end of file diff --git a/docs/functions/mat4.axisRotation.html b/docs/functions/mat4.axisRotation.html index 19a9e45..c464af6 100644 --- a/docs/functions/mat4.axisRotation.html +++ b/docs/functions/mat4.axisRotation.html @@ -1,379 +1,9 @@ -axisRotation | wgpu-matrix
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Function axisRotation

-
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    - -
  • -

    Creates a 4-by-4 matrix which rotates around the given axis by the given +axisRotation | wgpu-matrix

    Function axisRotation

    • Creates a 4-by-4 matrix which rotates around the given axis by the given angle.

      -
      -
      -

      Parameters

      -
        -
      • -
        axis: Vec3
        -

        The axis +

        Parameters

        • axis: Vec3

          The axis about which to rotate.

          -
        • -
        • -
          angleInRadians: number
          -

          The angle by which to rotate (in radians).

          -
        • -
        • -
          Optional dst: Mat4
          -

          matrix to hold result. If not passed a new one is created.

          -
        -

        Returns Mat4

        A matrix which rotates angle radians +

    • angleInRadians: number

      The angle by which to rotate (in radians).

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    A matrix which rotates angle radians around the axis.

    -
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Generated using TypeDoc

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\ No newline at end of file +
\ No newline at end of file diff --git a/docs/functions/mat4.cameraAim.html b/docs/functions/mat4.cameraAim.html index b1d5889..023bd65 100644 --- a/docs/functions/mat4.cameraAim.html +++ b/docs/functions/mat4.cameraAim.html @@ -1,383 +1,10 @@ -cameraAim | wgpu-matrix
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Function cameraAim

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\ No newline at end of file diff --git a/docs/functions/mat4.clone.html b/docs/functions/mat4.clone.html index 775723e..bc7cff8 100644 --- a/docs/functions/mat4.clone.html +++ b/docs/functions/mat4.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
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Function clone

-
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    - -
  • -

    Copies a matrix (same as copy) -Also see create and set

    -
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    -

    Parameters

    -
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      m: Mat4
      -

      The matrix.

      -
    • -
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      Optional dst: Mat4
      -

      The matrix. If not passed a new one is created.

      -
    -

    Returns Mat4

    A copy of m.

    -
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Generated using TypeDoc

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\ No newline at end of file +clone | wgpu-matrix

Function clone

\ No newline at end of file diff --git a/docs/functions/mat4.copy.html b/docs/functions/mat4.copy.html index b8272f2..f30359b 100644 --- a/docs/functions/mat4.copy.html +++ b/docs/functions/mat4.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
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Function copy

-
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  • -

    Copies a matrix. (same as clone) -Also see create and set

    -
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    Parameters

    -
      -
    • -
      m: Mat4
      -

      The matrix.

      -
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      Optional dst: Mat4
      -

      The matrix. If not passed a new one is created.

      -
    -

    Returns Mat4

    A copy of m.

    -
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Generated using TypeDoc

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\ No newline at end of file +copy | wgpu-matrix

Function copy

\ No newline at end of file diff --git a/docs/functions/mat4.create.html b/docs/functions/mat4.create.html index 6f31179..d19b0ca 100644 --- a/docs/functions/mat4.create.html +++ b/docs/functions/mat4.create.html @@ -1,26 +1,4 @@ -create | wgpu-matrix
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Function create

-
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  • -

    Create a Mat4 from values

    +create | wgpu-matrix

    Function create

    • Create a Mat4 from values

      Note: Since passing in a raw JavaScript array is valid in all circumstances, if you want to force a JavaScript array into a Mat4's specified type @@ -34,408 +12,21 @@

      Function create

      to create a Mat4 to be filled out as in

      const m = mat4.create();
      mat4.perspective(fov, aspect, near, far, m);
      -
    -
    -

    Parameters

    -
      -
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      Optional v0: number
      -

      value for element 0

      -
    • -
    • -
      Optional v1: number
      -

      value for element 1

      -
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      Optional v2: number
      -

      value for element 2

      -
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      Optional v3: number
      -

      value for element 3

      -
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    • -
      Optional v4: number
      -

      value for element 4

      -
    • -
    • -
      Optional v5: number
      -

      value for element 5

      -
    • -
    • -
      Optional v6: number
      -

      value for element 6

      -
    • -
    • -
      Optional v7: number
      -

      value for element 7

      -
    • -
    • -
      Optional v8: number
      -

      value for element 8

      -
    • -
    • -
      Optional v9: number
      -

      value for element 9

      -
    • -
    • -
      Optional v10: number
      -

      value for element 10

      -
    • -
    • -
      Optional v11: number
      -

      value for element 11

      -
    • -
    • -
      Optional v12: number
      -

      value for element 12

      -
    • -
    • -
      Optional v13: number
      -

      value for element 13

      -
    • -
    • -
      Optional v14: number
      -

      value for element 14

      -
    • -
    • -
      Optional v15: number
      -

      value for element 15

      -
    -

    Returns Mat4

    created from values.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +

Parameters

  • Optional v0: number

    value for element 0

    +
  • Optional v1: number

    value for element 1

    +
  • Optional v2: number

    value for element 2

    +
  • Optional v3: number

    value for element 3

    +
  • Optional v4: number

    value for element 4

    +
  • Optional v5: number

    value for element 5

    +
  • Optional v6: number

    value for element 6

    +
  • Optional v7: number

    value for element 7

    +
  • Optional v8: number

    value for element 8

    +
  • Optional v9: number

    value for element 9

    +
  • Optional v10: number

    value for element 10

    +
  • Optional v11: number

    value for element 11

    +
  • Optional v12: number

    value for element 12

    +
  • Optional v13: number

    value for element 13

    +
  • Optional v14: number

    value for element 14

    +
  • Optional v15: number

    value for element 15

    +

Returns Mat4

created from values.

+
\ No newline at end of file diff --git a/docs/functions/mat4.determinant.html b/docs/functions/mat4.determinant.html index 83dcb2c..fa6cf4f 100644 --- a/docs/functions/mat4.determinant.html +++ b/docs/functions/mat4.determinant.html @@ -1,368 +1,4 @@ -determinant | wgpu-matrix
-
- -
-
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-
- -

Function determinant

-
-
    - -
  • -

    Compute the determinant of a matrix

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      the matrix

      -
    -

    Returns number

    the determinant

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +determinant | wgpu-matrix

Function determinant

  • Compute the determinant of a matrix

    +

    Parameters

    Returns number

    the determinant

    +
\ No newline at end of file diff --git a/docs/functions/mat4.equals.html b/docs/functions/mat4.equals.html index 7659a3d..508a093 100644 --- a/docs/functions/mat4.equals.html +++ b/docs/functions/mat4.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
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Function equals

-
-
    - -
  • -

    Check if 2 matrices are exactly equal

    -
    -
    -

    Parameters

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      -
    • -
      a: Mat4
      -

      Operand matrix.

      -
    • -
    • -
      b: Mat4
      -

      Operand matrix.

      -
    -

    Returns boolean

    true if matrices are exactly equal

    -
-
- -
-
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Generated using TypeDoc

-
\ No newline at end of file +equals | wgpu-matrix

Function equals

  • Check if 2 matrices are exactly equal

    +

    Parameters

    • a: Mat4

      Operand matrix.

      +
    • b: Mat4

      Operand matrix.

      +

    Returns boolean

    true if matrices are exactly equal

    +
\ No newline at end of file diff --git a/docs/functions/mat4.equalsApproximately.html b/docs/functions/mat4.equalsApproximately.html index d4ad0b6..891fecb 100644 --- a/docs/functions/mat4.equalsApproximately.html +++ b/docs/functions/mat4.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
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Function equalsApproximately

-
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    - -
  • -

    Check if 2 matrices are approximately equal

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat4
      -

      Operand matrix.

      -
    • -
    • -
      b: Mat4
      -

      Operand matrix.

      -
    -

    Returns boolean

    true if matrices are approximately equal

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +equalsApproximately | wgpu-matrix

Function equalsApproximately

  • Check if 2 matrices are approximately equal

    +

    Parameters

    • a: Mat4

      Operand matrix.

      +
    • b: Mat4

      Operand matrix.

      +

    Returns boolean

    true if matrices are approximately equal

    +
\ No newline at end of file diff --git a/docs/functions/mat4.fromMat3.html b/docs/functions/mat4.fromMat3.html index 3fa589d..5d383bd 100644 --- a/docs/functions/mat4.fromMat3.html +++ b/docs/functions/mat4.fromMat3.html @@ -1,372 +1,5 @@ -fromMat3 | wgpu-matrix
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Function fromMat3

-
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    - -
  • -

    Creates a Mat4 from a Mat3

    -
    -
    -

    Parameters

    -
      -
    • -
      m3: Mat3
      -

      source matrix

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    Mat4 made from m3

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +fromMat3 | wgpu-matrix

Function fromMat3

  • Creates a Mat4 from a Mat3

    +

    Parameters

    • m3: Mat3

      source matrix

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    Mat4 made from m3

    +
\ No newline at end of file diff --git a/docs/functions/mat4.fromQuat.html b/docs/functions/mat4.fromQuat.html index 5bb830a..f0d9a0e 100644 --- a/docs/functions/mat4.fromQuat.html +++ b/docs/functions/mat4.fromQuat.html @@ -1,372 +1,5 @@ -fromQuat | wgpu-matrix
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Function fromQuat

-
-
    - -
  • -

    Creates a Mat4 rotation matrix from a quaternion

    -
    -
    -

    Parameters

    -
      -
    • -
      q: Quat
      -

      quaternion to create matrix from

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    Mat4 made from q

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +fromQuat | wgpu-matrix

Function fromQuat

  • Creates a Mat4 rotation matrix from a quaternion

    +

    Parameters

    • q: Quat

      quaternion to create matrix from

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    Mat4 made from q

    +
\ No newline at end of file diff --git a/docs/functions/mat4.frustum.html b/docs/functions/mat4.frustum.html index f4a53b5..9139889 100644 --- a/docs/functions/mat4.frustum.html +++ b/docs/functions/mat4.frustum.html @@ -1,26 +1,4 @@ -frustum | wgpu-matrix
-
- -
-
-
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- -

Function frustum

-
-
    - -
  • -

    Computes a 4-by-4 perspective transformation matrix given the left, right, +frustum | wgpu-matrix

    Function frustum

    • Computes a 4-by-4 perspective transformation matrix given the left, right, top, bottom, near and far clipping planes. The arguments define a frustum extending in the negative z direction. The arguments near and far are the distances to the near and far clipping planes. Note that near and far are not @@ -28,372 +6,12 @@

      Function frustum

      matrix generated sends the viewing frustum to the unit box. We assume a unit box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z dimension.

      -
    -
    -

    Parameters

    -
      -
    • -
      left: number
      -

      The x coordinate of the left plane of the box.

      -
    • -
    • -
      right: number
      -

      The x coordinate of the right plane of the box.

      -
    • -
    • -
      bottom: number
      -

      The y coordinate of the bottom plane of the box.

      -
    • -
    • -
      top: number
      -

      The y coordinate of the right plane of the box.

      -
    • -
    • -
      near: number
      -

      The negative z coordinate of the near plane of the box.

      -
    • -
    • -
      far: number
      -

      The negative z coordinate of the far plane of the box.

      -
    • -
    • -
      Optional dst: Mat4
      -

      Output matrix. If not passed a new one is created.

      -
    -

    Returns Mat4

    The perspective projection matrix.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +

Parameters

  • left: number

    The x coordinate of the left plane of the box.

    +
  • right: number

    The x coordinate of the right plane of the box.

    +
  • bottom: number

    The y coordinate of the bottom plane of the box.

    +
  • top: number

    The y coordinate of the right plane of the box.

    +
  • near: number

    The negative z coordinate of the near plane of the box.

    +
  • far: number

    The negative z coordinate of the far plane of the box.

    +
  • Optional dst: Mat4

    Output matrix. If not passed a new one is created.

    +

Returns Mat4

The perspective projection matrix.

+
\ No newline at end of file diff --git a/docs/functions/mat4.getAxis.html b/docs/functions/mat4.getAxis.html index 951d35d..280679f 100644 --- a/docs/functions/mat4.getAxis.html +++ b/docs/functions/mat4.getAxis.html @@ -1,374 +1,5 @@ -getAxis | wgpu-matrix
-
- -
-
-
-
- -

Function getAxis

-
-
    - -
  • -

    Returns an axis of a 4x4 matrix as a vector with 3 entries

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      The matrix.

      -
    • -
    • -
      axis: number
      -

      The axis 0 = x, 1 = y, 2 = z;

      -
    • -
    • -
      Optional dst: Vec3
    -

    Returns Vec3

    The axis component of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +getAxis | wgpu-matrix

Function getAxis

  • Returns an axis of a 4x4 matrix as a vector with 3 entries

    +

    Parameters

    • m: Mat4

      The matrix.

      +
    • axis: number

      The axis 0 = x, 1 = y, 2 = z;

      +
    • Optional dst: Vec3

    Returns Vec3

    The axis component of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.getScaling.html b/docs/functions/mat4.getScaling.html index e34e766..39dc0a4 100644 --- a/docs/functions/mat4.getScaling.html +++ b/docs/functions/mat4.getScaling.html @@ -1,371 +1,4 @@ -getScaling | wgpu-matrix
-
- -
-
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- -

Function getScaling

-
-
    - -
  • -

    Returns the scaling component of the matrix

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      The Matrix

      -
    • -
    • -
      Optional dst: Vec3
      -

      The vector to set. If not passed a new one is created.

      -
    -

    Returns Vec3

-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +getScaling | wgpu-matrix

Function getScaling

  • Returns the scaling component of the matrix

    +

    Parameters

    • m: Mat4

      The Matrix

      +
    • Optional dst: Vec3

      The vector to set. If not passed a new one is created.

      +

    Returns Vec3

\ No newline at end of file diff --git a/docs/functions/mat4.getTranslation.html b/docs/functions/mat4.getTranslation.html index 551615d..44179da 100644 --- a/docs/functions/mat4.getTranslation.html +++ b/docs/functions/mat4.getTranslation.html @@ -1,373 +1,6 @@ -getTranslation | wgpu-matrix
-
- -
-
-
-
- -

Function getTranslation

-
-
\ No newline at end of file diff --git a/docs/functions/mat4.identity.html b/docs/functions/mat4.identity.html index 149f9be..8d4c808 100644 --- a/docs/functions/mat4.identity.html +++ b/docs/functions/mat4.identity.html @@ -1,368 +1,4 @@ -identity | wgpu-matrix
-
- -
-
-
-
- -

Function identity

-
-
    - -
  • -

    Creates a 4-by-4 identity matrix.

    -
    -
    -

    Parameters

    -
      -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    A 4-by-4 identity matrix.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +identity | wgpu-matrix

Function identity

  • Creates a 4-by-4 identity matrix.

    +

    Parameters

    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    A 4-by-4 identity matrix.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.inverse.html b/docs/functions/mat4.inverse.html index d9f287a..8ebd063 100644 --- a/docs/functions/mat4.inverse.html +++ b/docs/functions/mat4.inverse.html @@ -1,372 +1,5 @@ -inverse | wgpu-matrix
-
- -
-
-
-
- -

Function inverse

-
-
    - -
  • -

    Computes the inverse of a 4-by-4 matrix.

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    The inverse of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +inverse | wgpu-matrix

Function inverse

  • Computes the inverse of a 4-by-4 matrix.

    +

    Parameters

    • m: Mat4

      The matrix.

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    The inverse of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.invert.html b/docs/functions/mat4.invert.html index b8fbc1b..9ace52e 100644 --- a/docs/functions/mat4.invert.html +++ b/docs/functions/mat4.invert.html @@ -1,372 +1,5 @@ -invert | wgpu-matrix
-
- -
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- -

Function invert

-
-
    - -
  • -

    Computes the inverse of a 4-by-4 matrix. (same as inverse)

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    The inverse of m.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +invert | wgpu-matrix

Function invert

  • Computes the inverse of a 4-by-4 matrix. (same as inverse)

    +

    Parameters

    • m: Mat4

      The matrix.

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    The inverse of m.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.lookAt.html b/docs/functions/mat4.lookAt.html index 75e3172..8a0eeeb 100644 --- a/docs/functions/mat4.lookAt.html +++ b/docs/functions/mat4.lookAt.html @@ -1,382 +1,9 @@ -lookAt | wgpu-matrix
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Function lookAt

-
-
\ No newline at end of file diff --git a/docs/functions/mat4.mul.html b/docs/functions/mat4.mul.html index 9564f9b..14d7735 100644 --- a/docs/functions/mat4.mul.html +++ b/docs/functions/mat4.mul.html @@ -1,376 +1,6 @@ -mul | wgpu-matrix
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Function mul

-
-
    - -
  • -

    Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat4
      -

      The matrix on the left.

      -
    • -
    • -
      b: Mat4
      -

      The matrix on the right.

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    The matrix product of a and b.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +mul | wgpu-matrix

Function mul

  • Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)

    +

    Parameters

    • a: Mat4

      The matrix on the left.

      +
    • b: Mat4

      The matrix on the right.

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    The matrix product of a and b.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.multiply.html b/docs/functions/mat4.multiply.html index 6e9745e..3adf283 100644 --- a/docs/functions/mat4.multiply.html +++ b/docs/functions/mat4.multiply.html @@ -1,376 +1,6 @@ -multiply | wgpu-matrix
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Function multiply

-
-
    - -
  • -

    Multiplies two 4-by-4 matrices with a on the left and b on the right

    -
    -
    -

    Parameters

    -
      -
    • -
      a: Mat4
      -

      The matrix on the left.

      -
    • -
    • -
      b: Mat4
      -

      The matrix on the right.

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    The matrix product of a and b.

    -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +multiply | wgpu-matrix

Function multiply

  • Multiplies two 4-by-4 matrices with a on the left and b on the right

    +

    Parameters

    • a: Mat4

      The matrix on the left.

      +
    • b: Mat4

      The matrix on the right.

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    The matrix product of a and b.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.negate.html b/docs/functions/mat4.negate.html index 5643311..30c5e17 100644 --- a/docs/functions/mat4.negate.html +++ b/docs/functions/mat4.negate.html @@ -1,372 +1,5 @@ -negate | wgpu-matrix
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Function negate

-
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    - -
  • -

    Negates a matrix.

    -
    -
    -

    Parameters

    -
      -
    • -
      m: Mat4
      -

      The matrix.

      -
    • -
    • -
      Optional dst: Mat4
      -

      matrix to hold result. If not passed a new one is created.

      -
    -

    Returns Mat4

    -m.

    -
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Generated using TypeDoc

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\ No newline at end of file +negate | wgpu-matrix

Function negate

  • Negates a matrix.

    +

    Parameters

    • m: Mat4

      The matrix.

      +
    • Optional dst: Mat4

      matrix to hold result. If not passed a new one is created.

      +

    Returns Mat4

    -m.

    +
\ No newline at end of file diff --git a/docs/functions/mat4.ortho.html b/docs/functions/mat4.ortho.html index 6d36128..0740dd3 100644 --- a/docs/functions/mat4.ortho.html +++ b/docs/functions/mat4.ortho.html @@ -1,396 +1,14 @@ -ortho | wgpu-matrix
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Function ortho

-
-

Returns Mat4

The orthographic projection matrix.

+
\ No newline at end of file diff --git a/docs/functions/mat4.perspective.html b/docs/functions/mat4.perspective.html index 50f86e6..9bc6556 100644 --- a/docs/functions/mat4.perspective.html +++ b/docs/functions/mat4.perspective.html @@ -1,26 +1,4 @@ -perspective | wgpu-matrix
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Function perspective

-
-
    - -
  • -

    Computes a 4-by-4 perspective transformation matrix given the angular height +perspective | wgpu-matrix

    Function perspective

    • Computes a 4-by-4 perspective transformation matrix given the angular height of the frustum, the aspect ratio, and the near and far clipping planes. The arguments define a frustum extending in the negative z direction. The given angle is the vertical angle of the frustum, and the horizontal angle is @@ -33,366 +11,12 @@

      Function perspective

      Note: If you pass Infinity for zFar then it will produce a projection matrix returns -Infinity for Z when transforming coordinates with Z <= 0 and +Infinity for Z otherwise.

      -
    -
    -

    Parameters

    -
      -
    • -
      fieldOfViewYInRadians: number
      -

      The camera angle from top to bottom (in radians).

      -
    • -
    • -
      aspect: number
      -

      The aspect ratio width / height.

      -
    • -
    • -
      zNear: number
      -

      The depth (negative z coordinate) +

      Parameters

      • fieldOfViewYInRadians: number

        The camera angle from top to bottom (in radians).

        +
      • aspect: number

        The aspect ratio width / height.

        +
      • zNear: number

        The depth (negative z coordinate) of the near clipping plane.

        -
      • -
      • -
        zFar: number
        -

        The depth (negative z coordinate) +

      • zFar: number

        The depth (negative z coordinate) of the far clipping plane.

        -
      • -
      • -
        Optional dst: Mat4
        -

        matrix to hold result. If not passed a new one is created.

        -
      -

      Returns Mat4

      The perspective matrix.

      -
-
- -
-
-

Generated using TypeDoc

-
\ No newline at end of file +
  • Optional dst: Mat4

    matrix to hold result. If not passed a new one is created.

    +
  • Returns Mat4

    The perspective matrix.

    +
    \ No newline at end of file diff --git a/docs/functions/mat4.rotate.html b/docs/functions/mat4.rotate.html index 8ca70a6..f310709 100644 --- a/docs/functions/mat4.rotate.html +++ b/docs/functions/mat4.rotate.html @@ -1,382 +1,9 @@ -rotate | wgpu-matrix
    -
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    -
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    Function rotate

    -
    -

    Returns Mat4

    The rotated matrix.

    +
    \ No newline at end of file diff --git a/docs/functions/mat4.rotateX.html b/docs/functions/mat4.rotateX.html index 860091c..c1f5e54 100644 --- a/docs/functions/mat4.rotateX.html +++ b/docs/functions/mat4.rotateX.html @@ -1,377 +1,7 @@ -rotateX | wgpu-matrix
    -
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    -
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    Function rotateX

    -
    -
    \ No newline at end of file diff --git a/docs/functions/mat4.rotateY.html b/docs/functions/mat4.rotateY.html index 23309eb..cbcf2f3 100644 --- a/docs/functions/mat4.rotateY.html +++ b/docs/functions/mat4.rotateY.html @@ -1,377 +1,7 @@ -rotateY | wgpu-matrix
    -
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    Function rotateY

    -
    -
    \ No newline at end of file diff --git a/docs/functions/mat4.rotateZ.html b/docs/functions/mat4.rotateZ.html index a6169ff..3a1d1f6 100644 --- a/docs/functions/mat4.rotateZ.html +++ b/docs/functions/mat4.rotateZ.html @@ -1,377 +1,7 @@ -rotateZ | wgpu-matrix
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    Function rotateZ

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    \ No newline at end of file diff --git a/docs/functions/mat4.rotation.html b/docs/functions/mat4.rotation.html index c8d2e8f..efbef5d 100644 --- a/docs/functions/mat4.rotation.html +++ b/docs/functions/mat4.rotation.html @@ -1,379 +1,9 @@ -rotation | wgpu-matrix
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    Function rotation

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      Creates a 4-by-4 matrix which rotates around the given axis by the given +rotation | wgpu-matrix

      Function rotation

      • Creates a 4-by-4 matrix which rotates around the given axis by the given angle. (same as axisRotation)

        -
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        Parameters

        -
          -
        • -
          axis: Vec3
          -

          The axis +

          Parameters

          • axis: Vec3

            The axis about which to rotate.

            -
          • -
          • -
            angleInRadians: number
            -

            The angle by which to rotate (in radians).

            -
          • -
          • -
            Optional dst: Mat4
            -

            matrix to hold result. If not passed a new one is created.

            -
          -

          Returns Mat4

          A matrix which rotates angle radians +

      • angleInRadians: number

        The angle by which to rotate (in radians).

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      A matrix which rotates angle radians around the axis.

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    \ No newline at end of file +
    \ No newline at end of file diff --git a/docs/functions/mat4.rotationX.html b/docs/functions/mat4.rotationX.html index b500c78..b93480f 100644 --- a/docs/functions/mat4.rotationX.html +++ b/docs/functions/mat4.rotationX.html @@ -1,372 +1,5 @@ -rotationX | wgpu-matrix
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    Function rotationX

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      Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.

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      Parameters

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        angleInRadians: number
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        The angle by which to rotate (in radians).

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        Optional dst: Mat4
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        matrix to hold result. If not passed a new one is created.

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      Returns Mat4

      The rotation matrix.

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    Generated using TypeDoc

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    \ No newline at end of file +rotationX | wgpu-matrix

    Function rotationX

    • Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.

      +

      Parameters

      • angleInRadians: number

        The angle by which to rotate (in radians).

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The rotation matrix.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.rotationY.html b/docs/functions/mat4.rotationY.html index a57473a..bb13e44 100644 --- a/docs/functions/mat4.rotationY.html +++ b/docs/functions/mat4.rotationY.html @@ -1,372 +1,5 @@ -rotationY | wgpu-matrix
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    Function rotationY

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      Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.

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      Parameters

      -
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        angleInRadians: number
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        The angle by which to rotate (in radians).

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        Optional dst: Mat4
        -

        matrix to hold result. If not passed a new one is created.

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      Returns Mat4

      The rotation matrix.

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    Generated using TypeDoc

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    \ No newline at end of file +rotationY | wgpu-matrix

    Function rotationY

    • Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.

      +

      Parameters

      • angleInRadians: number

        The angle by which to rotate (in radians).

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The rotation matrix.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.rotationZ.html b/docs/functions/mat4.rotationZ.html index 59a5acf..c54a3af 100644 --- a/docs/functions/mat4.rotationZ.html +++ b/docs/functions/mat4.rotationZ.html @@ -1,372 +1,5 @@ -rotationZ | wgpu-matrix
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    Function rotationZ

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      Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.

      -
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      Parameters

      -
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        angleInRadians: number
        -

        The angle by which to rotate (in radians).

        -
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        Optional dst: Mat4
        -

        matrix to hold result. If not passed a new one is created.

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      Returns Mat4

      The rotation matrix.

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    Generated using TypeDoc

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    \ No newline at end of file +rotationZ | wgpu-matrix

    Function rotationZ

    • Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.

      +

      Parameters

      • angleInRadians: number

        The angle by which to rotate (in radians).

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The rotation matrix.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.scale.html b/docs/functions/mat4.scale.html index 9055697..3473540 100644 --- a/docs/functions/mat4.scale.html +++ b/docs/functions/mat4.scale.html @@ -1,379 +1,9 @@ -scale | wgpu-matrix
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    Function scale

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    Returns Mat4

    The scaled matrix.

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    \ No newline at end of file diff --git a/docs/functions/mat4.scaling.html b/docs/functions/mat4.scaling.html index b3b1772..869fce2 100644 --- a/docs/functions/mat4.scaling.html +++ b/docs/functions/mat4.scaling.html @@ -1,375 +1,8 @@ -scaling | wgpu-matrix
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    Function scaling

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    Returns Mat4

    The scaling matrix.

    +
    \ No newline at end of file diff --git a/docs/functions/mat4.set.html b/docs/functions/mat4.set.html index 597184f..574c0b8 100644 --- a/docs/functions/mat4.set.html +++ b/docs/functions/mat4.set.html @@ -1,433 +1,21 @@ -set | wgpu-matrix
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    Function set

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      Sets the values of a Mat4 -Also see create and copy

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      Parameters

      -
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        v0: number
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        value for element 0

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        v1: number
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        value for element 1

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        v2: number
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        value for element 2

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        v3: number
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        value for element 3

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        v4: number
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        value for element 4

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        v5: number
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        value for element 5

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        v6: number
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        value for element 6

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        v7: number
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        value for element 7

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        v8: number
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        value for element 8

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        v9: number
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        value for element 9

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        v10: number
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        value for element 10

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        v11: number
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        value for element 11

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        v12: number
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        value for element 12

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        v13: number
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        value for element 13

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        v14: number
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        value for element 14

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        v15: number
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        value for element 15

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        Optional dst: Mat4
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        matrix to hold result. If not passed a new one is created.

        -
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      Returns Mat4

      Mat4 created from values.

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    Generated using TypeDoc

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    \ No newline at end of file +set | wgpu-matrix

    Function set

    • Sets the values of a Mat4 +Also see mat4.create and mat4.copy

      +

      Parameters

      • v0: number

        value for element 0

        +
      • v1: number

        value for element 1

        +
      • v2: number

        value for element 2

        +
      • v3: number

        value for element 3

        +
      • v4: number

        value for element 4

        +
      • v5: number

        value for element 5

        +
      • v6: number

        value for element 6

        +
      • v7: number

        value for element 7

        +
      • v8: number

        value for element 8

        +
      • v9: number

        value for element 9

        +
      • v10: number

        value for element 10

        +
      • v11: number

        value for element 11

        +
      • v12: number

        value for element 12

        +
      • v13: number

        value for element 13

        +
      • v14: number

        value for element 14

        +
      • v15: number

        value for element 15

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      Mat4 created from values.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.setAxis.html b/docs/functions/mat4.setAxis.html index 94d0989..1706d44 100644 --- a/docs/functions/mat4.setAxis.html +++ b/docs/functions/mat4.setAxis.html @@ -1,378 +1,6 @@ -setAxis | wgpu-matrix
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    Function setAxis

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      Sets an axis of a 4x4 matrix as a vector with 3 entries

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      Parameters

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        a: Mat4
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        v: Vec3
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        the axis vector

        -
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        axis: number
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        The axis 0 = x, 1 = y, 2 = z;

        -
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        dst: Mat4
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        The matrix to set. If not passed a new one is created.

        -
      -

      Returns Mat4

      The matrix with axis set.

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    Generated using TypeDoc

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    \ No newline at end of file +setAxis | wgpu-matrix

    Function setAxis

    • Sets an axis of a 4x4 matrix as a vector with 3 entries

      +

      Parameters

      • a: Mat4
      • v: Vec3

        the axis vector

        +
      • axis: number

        The axis 0 = x, 1 = y, 2 = z;

        +
      • dst: Mat4

        The matrix to set. If not passed a new one is created.

        +

      Returns Mat4

      The matrix with axis set.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.setDefaultType.html b/docs/functions/mat4.setDefaultType.html index ebcc688..5f15b85 100644 --- a/docs/functions/mat4.setDefaultType.html +++ b/docs/functions/mat4.setDefaultType.html @@ -1,379 +1,4 @@ -setDefaultType | wgpu-matrix
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    Function setDefaultType

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      Sets the type this library creates for a Mat4

      -
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      Parameters

      -
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        ctor: (new (n) => Mat4)
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        the constructor for the type. Either Float32Array, Float64Array, or Array

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          • new (n): Mat4
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            Parameters

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              n: number
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            Returns Mat4

      -

      Returns Mat4LikeCtor

      previous constructor for Mat4

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    Generated using TypeDoc

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    \ No newline at end of file +setDefaultType | wgpu-matrix

    Function setDefaultType

    • Sets the type this library creates for a Mat4

      +

      Parameters

      • ctor: (new (n) => Mat4)

        the constructor for the type. Either Float32Array, Float64Array, or Array

        +
          • new (n): Mat4
          • Parameters

            • n: number

            Returns Mat4

      Returns Mat4LikeCtor

      previous constructor for Mat4

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.setTranslation.html b/docs/functions/mat4.setTranslation.html index 844be96..27beefa 100644 --- a/docs/functions/mat4.setTranslation.html +++ b/docs/functions/mat4.setTranslation.html @@ -1,377 +1,7 @@ -setTranslation | wgpu-matrix
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    Function setTranslation

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    \ No newline at end of file diff --git a/docs/functions/mat4.translate.html b/docs/functions/mat4.translate.html index 9bed629..8e53226 100644 --- a/docs/functions/mat4.translate.html +++ b/docs/functions/mat4.translate.html @@ -1,377 +1,7 @@ -translate | wgpu-matrix
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    Function translate

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    \ No newline at end of file diff --git a/docs/functions/mat4.translation.html b/docs/functions/mat4.translation.html index 1d84062..6d6d6d5 100644 --- a/docs/functions/mat4.translation.html +++ b/docs/functions/mat4.translation.html @@ -1,373 +1,6 @@ -translation | wgpu-matrix
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    Function translation

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    \ No newline at end of file diff --git a/docs/functions/mat4.transpose.html b/docs/functions/mat4.transpose.html index d8bbae2..a88775c 100644 --- a/docs/functions/mat4.transpose.html +++ b/docs/functions/mat4.transpose.html @@ -1,372 +1,5 @@ -transpose | wgpu-matrix
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    Function transpose

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      Takes the transpose of a matrix.

      -
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      Parameters

      -
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        m: Mat4
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        The matrix.

        -
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        Optional dst: Mat4
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        matrix to hold result. If not passed a new one is created.

        -
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      Returns Mat4

      The transpose of m.

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    \ No newline at end of file +transpose | wgpu-matrix

    Function transpose

    • Takes the transpose of a matrix.

      +

      Parameters

      • m: Mat4

        The matrix.

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The transpose of m.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.uniformScale.html b/docs/functions/mat4.uniformScale.html index f1682e8..062162d 100644 --- a/docs/functions/mat4.uniformScale.html +++ b/docs/functions/mat4.uniformScale.html @@ -1,376 +1,6 @@ -uniformScale | wgpu-matrix
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    Function uniformScale

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      Scales the given 4-by-4 matrix in each dimension by a uniform scale.

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      Parameters

      -
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        m: Mat4
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        The matrix to be modified.

        -
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        s: number
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        The amount to scale.

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        Optional dst: Mat4
        -

        matrix to hold result. If not passed a new one is created.

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      Returns Mat4

      The scaled matrix.

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    Generated using TypeDoc

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    \ No newline at end of file +uniformScale | wgpu-matrix

    Function uniformScale

    • Scales the given 4-by-4 matrix in each dimension by a uniform scale.

      +

      Parameters

      • m: Mat4

        The matrix to be modified.

        +
      • s: number

        The amount to scale.

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The scaled matrix.

      +
    \ No newline at end of file diff --git a/docs/functions/mat4.uniformScaling.html b/docs/functions/mat4.uniformScaling.html index 9a51431..24a0fbe 100644 --- a/docs/functions/mat4.uniformScaling.html +++ b/docs/functions/mat4.uniformScaling.html @@ -1,372 +1,5 @@ -uniformScaling | wgpu-matrix
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    Function uniformScaling

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      Creates a 4-by-4 matrix which scales a uniform amount in each dimension.

      -
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      Parameters

      -
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        s: number
        -

        the amount to scale

        -
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        Optional dst: Mat4
        -

        matrix to hold result. If not passed a new one is created.

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      Returns Mat4

      The scaling matrix.

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    Generated using TypeDoc

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    \ No newline at end of file +uniformScaling | wgpu-matrix

    Function uniformScaling

    • Creates a 4-by-4 matrix which scales a uniform amount in each dimension.

      +

      Parameters

      • s: number

        the amount to scale

        +
      • Optional dst: Mat4

        matrix to hold result. If not passed a new one is created.

        +

      Returns Mat4

      The scaling matrix.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.add.html b/docs/functions/quat.add.html index a64d672..4d5360b 100644 --- a/docs/functions/quat.add.html +++ b/docs/functions/quat.add.html @@ -1,376 +1,6 @@ -add | wgpu-matrix
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    Function add

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      Adds two quaternions; assumes a and b have the same dimension.

      -
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      Parameters

      -
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        a: Quat
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        Operand quaternion.

        -
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        b: Quat
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        Operand quaternion.

        -
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        Optional dst: Quat
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        quaternion to hold result. If not passed in a new one is created.

        -
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      Returns Quat

      A quaternion that is the sum of a and b.

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    \ No newline at end of file +add | wgpu-matrix

    Function add

    • Adds two quaternions; assumes a and b have the same dimension.

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the sum of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.angle.html b/docs/functions/quat.angle.html index ad7a3b2..27c984d 100644 --- a/docs/functions/quat.angle.html +++ b/docs/functions/quat.angle.html @@ -1,372 +1,5 @@ -angle | wgpu-matrix
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    Function angle

    -
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      Returns the angle in degrees between two rotations a and b.

      -
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      Parameters

      -
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        a: Quat
        -

        quaternion a

        -
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        b: Quat
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        quaternion b

        -
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      Returns number

      angle in radians between the two quaternions

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    \ No newline at end of file +angle | wgpu-matrix

    Function angle

    • Returns the angle in degrees between two rotations a and b.

      +

      Parameters

      • a: Quat

        quaternion a

        +
      • b: Quat

        quaternion b

        +

      Returns number

      angle in radians between the two quaternions

      +
    \ No newline at end of file diff --git a/docs/functions/quat.clone.html b/docs/functions/quat.clone.html index e7da9b1..5837ffe 100644 --- a/docs/functions/quat.clone.html +++ b/docs/functions/quat.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
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    Function clone

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      Clones a quaternion. (same as copy) -Also see create and set

      -
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      Parameters

      -
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        The quaternion.

        -
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        Optional dst: Quat
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        quaternion to hold result. If not passed in a new one is created.

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      Returns Quat

      A copy of q.

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    Generated using TypeDoc

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    \ No newline at end of file +clone | wgpu-matrix

    Function clone

    • Clones a quaternion. (same as quat.copy) +Also see quat.create and quat.set

      +

      Parameters

      • q: Quat

        The quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A copy of q.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.conjugate.html b/docs/functions/quat.conjugate.html index dcaf695..9c901b4 100644 --- a/docs/functions/quat.conjugate.html +++ b/docs/functions/quat.conjugate.html @@ -1,374 +1,7 @@ -conjugate | wgpu-matrix
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    Function conjugate

    -
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    \ No newline at end of file diff --git a/docs/functions/quat.copy.html b/docs/functions/quat.copy.html index d1cdc58..efb5d0c 100644 --- a/docs/functions/quat.copy.html +++ b/docs/functions/quat.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
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    Function copy

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      Copies a quaternion. (same as clone) -Also see create and set

      -
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      Parameters

      -
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        The quaternion.

        -
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        Optional dst: Quat
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        quaternion to hold result. If not passed in a new one is created.

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      Returns Quat

      A quaternion that is a copy of q

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    \ No newline at end of file +copy | wgpu-matrix

    Function copy

    • Copies a quaternion. (same as quat.clone) +Also see quat.create and quat.set

      +

      Parameters

      • q: Quat

        The quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is a copy of q

      +
    \ No newline at end of file diff --git a/docs/functions/quat.create.html b/docs/functions/quat.create.html index 610533c..d1e9093 100644 --- a/docs/functions/quat.create.html +++ b/docs/functions/quat.create.html @@ -1,380 +1,7 @@ -create | wgpu-matrix
    -
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    Function create

    -
    -
      - -
    • -

      Creates a quat4; may be called with x, y, z to set initial values.

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      • -
      • -
        Optional w: number
        -

        Initial w value.

        -
      -

      Returns Quat

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +create | wgpu-matrix

    Function create

    • Creates a quat4; may be called with x, y, z to set initial values.

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +
      • Optional w: number

        Initial w value.

        +

      Returns Quat

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/quat.divScalar.html b/docs/functions/quat.divScalar.html index 2582a3a..9d175ba 100644 --- a/docs/functions/quat.divScalar.html +++ b/docs/functions/quat.divScalar.html @@ -1,376 +1,6 @@ -divScalar | wgpu-matrix
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    Function divScalar

    -
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    • -

      Divides a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      The scaled quaternion.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +divScalar | wgpu-matrix

    Function divScalar

    • Divides a vector by a scalar.

      +

      Parameters

      • v: Quat

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      The scaled quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.dot.html b/docs/functions/quat.dot.html index 02255cd..b09b667 100644 --- a/docs/functions/quat.dot.html +++ b/docs/functions/quat.dot.html @@ -1,372 +1,5 @@ -dot | wgpu-matrix
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    Function dot

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      Computes the dot product of two quaternions

      -
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      Parameters

      -
        -
      • -
        a: Quat
        -

        Operand quaternion.

        -
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        b: Quat
        -

        Operand quaternion.

        -
      -

      Returns number

      dot product

      -
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    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +dot | wgpu-matrix

    Function dot

    • Computes the dot product of two quaternions

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +

      Returns number

      dot product

      +
    \ No newline at end of file diff --git a/docs/functions/quat.equals.html b/docs/functions/quat.equals.html index 61872eb..f45d052 100644 --- a/docs/functions/quat.equals.html +++ b/docs/functions/quat.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
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    Function equals

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      Check if 2 quaternions are exactly equal

      -
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      Parameters

      -
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        a: Quat
        -

        Operand quaternion.

        -
      • -
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        b: Quat
        -

        Operand quaternion.

        -
      -

      Returns boolean

      true if quaternions are exactly equal

      -
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    Generated using TypeDoc

    -
    \ No newline at end of file +equals | wgpu-matrix

    Function equals

    • Check if 2 quaternions are exactly equal

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +

      Returns boolean

      true if quaternions are exactly equal

      +
    \ No newline at end of file diff --git a/docs/functions/quat.equalsApproximately.html b/docs/functions/quat.equalsApproximately.html index cfe7267..d8685e8 100644 --- a/docs/functions/quat.equalsApproximately.html +++ b/docs/functions/quat.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
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    Function equalsApproximately

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      Check if 2 quaternions are approximately equal

      -
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      Parameters

      -
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        a: Quat
        -

        Operand quaternion.

        -
      • -
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        b: Quat
        -

        Operand quaternion.

        -
      -

      Returns boolean

      true if quaternions are approximately equal

      -
    -
    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +equalsApproximately | wgpu-matrix

    Function equalsApproximately

    • Check if 2 quaternions are approximately equal

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +

      Returns boolean

      true if quaternions are approximately equal

      +
    \ No newline at end of file diff --git a/docs/functions/quat.fromAxisAngle.html b/docs/functions/quat.fromAxisAngle.html index ada992c..8f4c30a 100644 --- a/docs/functions/quat.fromAxisAngle.html +++ b/docs/functions/quat.fromAxisAngle.html @@ -1,377 +1,7 @@ -fromAxisAngle | wgpu-matrix
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    Function fromAxisAngle

    -
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    \ No newline at end of file diff --git a/docs/functions/quat.fromEuler.html b/docs/functions/quat.fromEuler.html index fdeada3..972bdfe 100644 --- a/docs/functions/quat.fromEuler.html +++ b/docs/functions/quat.fromEuler.html @@ -1,384 +1,8 @@ -fromEuler | wgpu-matrix
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    Function fromEuler

    -
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    • -

      Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.

      -
      -
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      Parameters

      -
        -
      • -
        xAngleInRadians: number
        -

        angle to rotate around X axis in radians.

        -
      • -
      • -
        yAngleInRadians: number
        -

        angle to rotate around Y axis in radians.

        -
      • -
      • -
        zAngleInRadians: number
        -

        angle to rotate around Z axis in radians.

        -
      • -
      • -
        order: RotationOrder
        -

        order to apply euler angles

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion representing the same rotation as the euler angles applied in the given order

      -
    -
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    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +fromEuler | wgpu-matrix

    Function fromEuler

    • Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.

      +

      Parameters

      • xAngleInRadians: number

        angle to rotate around X axis in radians.

        +
      • yAngleInRadians: number

        angle to rotate around Y axis in radians.

        +
      • zAngleInRadians: number

        angle to rotate around Z axis in radians.

        +
      • order: RotationOrder

        order to apply euler angles

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion representing the same rotation as the euler angles applied in the given order

      +
    \ No newline at end of file diff --git a/docs/functions/quat.fromMat.html b/docs/functions/quat.fromMat.html index 3adf988..a77900a 100644 --- a/docs/functions/quat.fromMat.html +++ b/docs/functions/quat.fromMat.html @@ -1,373 +1,6 @@ -fromMat | wgpu-matrix
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    Function fromMat

    -
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    \ No newline at end of file diff --git a/docs/functions/quat.fromValues.html b/docs/functions/quat.fromValues.html index 063dffa..54938d2 100644 --- a/docs/functions/quat.fromValues.html +++ b/docs/functions/quat.fromValues.html @@ -1,378 +1,6 @@ -fromValues | wgpu-matrix
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    Function fromValues

    -
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      - -
    • -

      Creates a Quat; may be called with x, y, z to set initial values. (same as create)

      -
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      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      • -
      • -
        Optional w: number
      -

      Returns Quat

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +fromValues | wgpu-matrix

    Function fromValues

    • Creates a Quat; may be called with x, y, z to set initial values. (same as create)

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +
      • Optional w: number

      Returns Quat

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/quat.identity.html b/docs/functions/quat.identity.html index 7a25e85..b8d1942 100644 --- a/docs/functions/quat.identity.html +++ b/docs/functions/quat.identity.html @@ -1,368 +1,4 @@ -identity | wgpu-matrix
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    Function identity

    -
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    • -

      Creates an identity quaternion

      -
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      Parameters

      -
        -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      an identity quaternion

      -
    -
    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +identity | wgpu-matrix

    Function identity

    • Creates an identity quaternion

      +

      Parameters

      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      an identity quaternion

      +
    \ No newline at end of file diff --git a/docs/functions/quat.inverse.html b/docs/functions/quat.inverse.html index 8e31043..04b0918 100644 --- a/docs/functions/quat.inverse.html +++ b/docs/functions/quat.inverse.html @@ -1,370 +1,4 @@ -inverse | wgpu-matrix
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    Function inverse

    -
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    • -

      Compute the inverse of a quaternion

      -
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      -

      Parameters

      -
        -
      • -
        q: Quat
        -

        quaternion to compute the inverse of

        -
      • -
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        Optional dst: Quat
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
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    Generated using TypeDoc

    -
    \ No newline at end of file +inverse | wgpu-matrix

    Function inverse

    • Compute the inverse of a quaternion

      +

      Parameters

      • q: Quat

        quaternion to compute the inverse of

        +
      • Optional dst: Quat

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.len.html b/docs/functions/quat.len.html index f14c198..1d64018 100644 --- a/docs/functions/quat.len.html +++ b/docs/functions/quat.len.html @@ -1,368 +1,4 @@ -len | wgpu-matrix
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    Function len

    -
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    • -

      Computes the length of quaternion (same as length)

      -
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      Parameters

      -
        -
      • -
        v: Quat
        -

        quaternion.

        -
      -

      Returns number

      length of quaternion.

      -
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    Generated using TypeDoc

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    \ No newline at end of file +len | wgpu-matrix

    Function len

    • Computes the length of quaternion (same as length)

      +

      Parameters

      • v: Quat

        quaternion.

        +

      Returns number

      length of quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.lenSq.html b/docs/functions/quat.lenSq.html index e258fa5..b81afca 100644 --- a/docs/functions/quat.lenSq.html +++ b/docs/functions/quat.lenSq.html @@ -1,368 +1,4 @@ -lenSq | wgpu-matrix
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    Function lenSq

    -
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    • -

      Computes the square of the length of quaternion (same as lengthSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        quaternion.

        -
      -

      Returns number

      square of the length of quaternion.

      -
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    Generated using TypeDoc

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    \ No newline at end of file +lenSq | wgpu-matrix

    Function lenSq

    • Computes the square of the length of quaternion (same as lengthSq)

      +

      Parameters

      • v: Quat

        quaternion.

        +

      Returns number

      square of the length of quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.length.html b/docs/functions/quat.length.html index 6612e80..acdc97a 100644 --- a/docs/functions/quat.length.html +++ b/docs/functions/quat.length.html @@ -1,368 +1,4 @@ -length | wgpu-matrix
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    Function length

    -
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    • -

      Computes the length of quaternion

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        quaternion.

        -
      -

      Returns number

      length of quaternion.

      -
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    Generated using TypeDoc

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    \ No newline at end of file +length | wgpu-matrix

    Function length

    • Computes the length of quaternion

      +

      Parameters

      • v: Quat

        quaternion.

        +

      Returns number

      length of quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.lengthSq.html b/docs/functions/quat.lengthSq.html index 9fd111c..0331857 100644 --- a/docs/functions/quat.lengthSq.html +++ b/docs/functions/quat.lengthSq.html @@ -1,368 +1,4 @@ -lengthSq | wgpu-matrix
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    Function lengthSq

    -
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    • -

      Computes the square of the length of quaternion

      -
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      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        quaternion.

        -
      -

      Returns number

      square of the length of quaternion.

      -
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    Generated using TypeDoc

    -
    \ No newline at end of file +lengthSq | wgpu-matrix

    Function lengthSq

    • Computes the square of the length of quaternion

      +

      Parameters

      • v: Quat

        quaternion.

        +

      Returns number

      square of the length of quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.lerp.html b/docs/functions/quat.lerp.html index a1e78c7..0ab7209 100644 --- a/docs/functions/quat.lerp.html +++ b/docs/functions/quat.lerp.html @@ -1,382 +1,9 @@ -lerp | wgpu-matrix
    -
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    Function lerp

    -
    -
    \ No newline at end of file diff --git a/docs/functions/quat.mul.html b/docs/functions/quat.mul.html index 0ce1730..9906b5b 100644 --- a/docs/functions/quat.mul.html +++ b/docs/functions/quat.mul.html @@ -1,376 +1,6 @@ -mul | wgpu-matrix
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    Function mul

    -
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    • -

      Multiplies two quaternions

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        the first quaternion

        -
      • -
      • -
        b: Quat
        -

        the second quaternion

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +mul | wgpu-matrix

    Function mul

    • Multiplies two quaternions

      +

      Parameters

      • a: Quat

        the first quaternion

        +
      • b: Quat

        the second quaternion

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.mulScalar.html b/docs/functions/quat.mulScalar.html index d0b30fa..7e1da11 100644 --- a/docs/functions/quat.mulScalar.html +++ b/docs/functions/quat.mulScalar.html @@ -1,376 +1,6 @@ -mulScalar | wgpu-matrix
    -
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    Function mulScalar

    -
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      - -
    • -

      Multiplies a quaternion by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        The quaternion.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      The scaled quaternion.

      -
    -
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    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +mulScalar | wgpu-matrix

    Function mulScalar

    • Multiplies a quaternion by a scalar.

      +

      Parameters

      • v: Quat

        The quaternion.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      The scaled quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.multiply.html b/docs/functions/quat.multiply.html index ad5d3f0..e9eb91c 100644 --- a/docs/functions/quat.multiply.html +++ b/docs/functions/quat.multiply.html @@ -1,376 +1,6 @@ -multiply | wgpu-matrix
    -
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    Function multiply

    -
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    • -

      Multiplies two quaternions

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        the first quaternion

        -
      • -
      • -
        b: Quat
        -

        the second quaternion

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +multiply | wgpu-matrix

    Function multiply

    • Multiplies two quaternions

      +

      Parameters

      • a: Quat

        the first quaternion

        +
      • b: Quat

        the second quaternion

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.normalize.html b/docs/functions/quat.normalize.html index 1d553ff..e91fb9a 100644 --- a/docs/functions/quat.normalize.html +++ b/docs/functions/quat.normalize.html @@ -1,372 +1,5 @@ -normalize | wgpu-matrix
    -
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    Function normalize

    -
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    • -

      Divides a quaternion by its Euclidean length and returns the quotient.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        The quaternion.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      The normalized quaternion.

      -
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    Generated using TypeDoc

    -
    \ No newline at end of file +normalize | wgpu-matrix

    Function normalize

    • Divides a quaternion by its Euclidean length and returns the quotient.

      +

      Parameters

      • v: Quat

        The quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      The normalized quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.rotateX.html b/docs/functions/quat.rotateX.html index 29a58d9..52c96da 100644 --- a/docs/functions/quat.rotateX.html +++ b/docs/functions/quat.rotateX.html @@ -1,376 +1,6 @@ -rotateX | wgpu-matrix
    -
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    Function rotateX

    -
    -
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    • -

      Rotates the given quaternion around the X axis by the given angle.

      -
      -
      -

      Parameters

      -
        -
      • -
        q: Quat
        -

        quaternion to rotate

        -
      • -
      • -
        angleInRadians: number
        -

        The angle by which to rotate

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateX | wgpu-matrix

    Function rotateX

    • Rotates the given quaternion around the X axis by the given angle.

      +

      Parameters

      • q: Quat

        quaternion to rotate

        +
      • angleInRadians: number

        The angle by which to rotate

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.rotateY.html b/docs/functions/quat.rotateY.html index 98484de..a992ea3 100644 --- a/docs/functions/quat.rotateY.html +++ b/docs/functions/quat.rotateY.html @@ -1,376 +1,6 @@ -rotateY | wgpu-matrix
    -
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    Function rotateY

    -
    -
      - -
    • -

      Rotates the given quaternion around the Y axis by the given angle.

      -
      -
      -

      Parameters

      -
        -
      • -
        q: Quat
        -

        quaternion to rotate

        -
      • -
      • -
        angleInRadians: number
        -

        The angle by which to rotate

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateY | wgpu-matrix

    Function rotateY

    • Rotates the given quaternion around the Y axis by the given angle.

      +

      Parameters

      • q: Quat

        quaternion to rotate

        +
      • angleInRadians: number

        The angle by which to rotate

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.rotateZ.html b/docs/functions/quat.rotateZ.html index 81450c4..f1fd38b 100644 --- a/docs/functions/quat.rotateZ.html +++ b/docs/functions/quat.rotateZ.html @@ -1,376 +1,6 @@ -rotateZ | wgpu-matrix
    -
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    Function rotateZ

    -
    -
      - -
    • -

      Rotates the given quaternion around the Z axis by the given angle.

      -
      -
      -

      Parameters

      -
        -
      • -
        q: Quat
        -

        quaternion to rotate

        -
      • -
      • -
        angleInRadians: number
        -

        The angle by which to rotate

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateZ | wgpu-matrix

    Function rotateZ

    • Rotates the given quaternion around the Z axis by the given angle.

      +

      Parameters

      • q: Quat

        quaternion to rotate

        +
      • angleInRadians: number

        The angle by which to rotate

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.rotationTo.html b/docs/functions/quat.rotationTo.html index e77a98c..6a40874 100644 --- a/docs/functions/quat.rotationTo.html +++ b/docs/functions/quat.rotationTo.html @@ -1,376 +1,6 @@ -rotationTo | wgpu-matrix
    -
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    Function rotationTo

    -
    -
      - -
    • -

      Computes a quaternion to represent the shortest rotation from one vector to another.

      -
      -
      -

      Parameters

      -
        -
      • -
        aUnit: Vec3
        -

        the start vector

        -
      • -
      • -
        bUnit: Vec3
        -

        the end vector

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      the result

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotationTo | wgpu-matrix

    Function rotationTo

    • Computes a quaternion to represent the shortest rotation from one vector to another.

      +

      Parameters

      • aUnit: Vec3

        the start vector

        +
      • bUnit: Vec3

        the end vector

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      the result

      +
    \ No newline at end of file diff --git a/docs/functions/quat.scale.html b/docs/functions/quat.scale.html index 8736b4a..6c7e745 100644 --- a/docs/functions/quat.scale.html +++ b/docs/functions/quat.scale.html @@ -1,376 +1,6 @@ -scale | wgpu-matrix
    -
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    Function scale

    -
    -
      - -
    • -

      Multiplies a quaternion by a scalar. (same as mulScalar)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Quat
        -

        The quaternion.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      The scaled quaternion.

      -
    -
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    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +scale | wgpu-matrix

    Function scale

    • Multiplies a quaternion by a scalar. (same as mulScalar)

      +

      Parameters

      • v: Quat

        The quaternion.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      The scaled quaternion.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.set.html b/docs/functions/quat.set.html index 82f9ff6..ec178f5 100644 --- a/docs/functions/quat.set.html +++ b/docs/functions/quat.set.html @@ -1,385 +1,9 @@ -set | wgpu-matrix
    -
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    - -

    Function set

    -
    -
      - -
    • -

      Sets the values of a Quat -Also see create and copy

      -
      -
      -

      Parameters

      -
        -
      • -
        x: number
        -

        first value

        -
      • -
      • -
        y: number
        -

        second value

        -
      • -
      • -
        z: number
        -

        third value

        -
      • -
      • -
        w: number
        -

        fourth value

        -
      • -
      • -
        Optional dst: Quat
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A vector with its elements set.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +set | wgpu-matrix

    Function set

    • Sets the values of a Quat +Also see quat.create and quat.copy

      +

      Parameters

      • x: number

        first value

        +
      • y: number

        second value

        +
      • z: number

        third value

        +
      • w: number

        fourth value

        +
      • Optional dst: Quat

        vector to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A vector with its elements set.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.setDefaultType.html b/docs/functions/quat.setDefaultType.html index 6a8026c..f064e3d 100644 --- a/docs/functions/quat.setDefaultType.html +++ b/docs/functions/quat.setDefaultType.html @@ -1,53 +1,7 @@ -setDefaultType | wgpu-matrix
    -
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    Function setDefaultType

    -
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    \ No newline at end of file diff --git a/docs/functions/quat.slerp.html b/docs/functions/quat.slerp.html index 8dd7b53..096484c 100644 --- a/docs/functions/quat.slerp.html +++ b/docs/functions/quat.slerp.html @@ -1,380 +1,7 @@ -slerp | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function slerp

    -
    -
      - -
    • -

      Spherically linear interpolate between two quaternions

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        starting value

        -
      • -
      • -
        b: Quat
        -

        ending value

        -
      • -
      • -
        t: number
        -

        value where 0 = a and 1 = b

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the result of a * b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +slerp | wgpu-matrix

    Function slerp

    • Spherically linear interpolate between two quaternions

      +

      Parameters

      • a: Quat

        starting value

        +
      • b: Quat

        ending value

        +
      • t: number

        value where 0 = a and 1 = b

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the result of a * b

      +
    \ No newline at end of file diff --git a/docs/functions/quat.sqlerp.html b/docs/functions/quat.sqlerp.html index e3542d3..4d65ef0 100644 --- a/docs/functions/quat.sqlerp.html +++ b/docs/functions/quat.sqlerp.html @@ -1,386 +1,8 @@ -sqlerp | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function sqlerp

    -
    -
      - -
    • -

      Performs a spherical linear interpolation with two control points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        the first quaternion

        -
      • -
      • -
        b: Quat
        -

        the second quaternion

        -
      • -
      • -
        c: Quat
        -

        the third quaternion

        -
      • -
      • -
        d: Quat
        -

        the fourth quaternion

        -
      • -
      • -
        t: number
        -

        Interpolation coefficient 0 to 1

        -
      • -
      • -
        Optional dst: Quat
      -

      Returns Quat

      result

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +sqlerp | wgpu-matrix

    Function sqlerp

    • Performs a spherical linear interpolation with two control points

      +

      Parameters

      • a: Quat

        the first quaternion

        +
      • b: Quat

        the second quaternion

        +
      • c: Quat

        the third quaternion

        +
      • d: Quat

        the fourth quaternion

        +
      • t: number

        Interpolation coefficient 0 to 1

        +
      • Optional dst: Quat

      Returns Quat

      result

      +
    \ No newline at end of file diff --git a/docs/functions/quat.sub.html b/docs/functions/quat.sub.html index fd5fad1..d506194 100644 --- a/docs/functions/quat.sub.html +++ b/docs/functions/quat.sub.html @@ -1,376 +1,6 @@ -sub | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function sub

    -
    -
      - -
    • -

      Subtracts two quaternions.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        Operand quaternion.

        -
      • -
      • -
        b: Quat
        -

        Operand quaternion.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +sub | wgpu-matrix

    Function sub

    • Subtracts two quaternions.

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.subtract.html b/docs/functions/quat.subtract.html index 29a3e37..7e9a100 100644 --- a/docs/functions/quat.subtract.html +++ b/docs/functions/quat.subtract.html @@ -1,376 +1,6 @@ -subtract | wgpu-matrix
    -
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    - -

    Function subtract

    -
    -
      - -
    • -

      Subtracts two quaternions.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Quat
        -

        Operand quaternion.

        -
      • -
      • -
        b: Quat
        -

        Operand quaternion.

        -
      • -
      • -
        Optional dst: Quat
        -

        quaternion to hold result. If not passed in a new one is created.

        -
      -

      Returns Quat

      A quaternion that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +subtract | wgpu-matrix

    Function subtract

    • Subtracts two quaternions.

      +

      Parameters

      • a: Quat

        Operand quaternion.

        +
      • b: Quat

        Operand quaternion.

        +
      • Optional dst: Quat

        quaternion to hold result. If not passed in a new one is created.

        +

      Returns Quat

      A quaternion that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/quat.toAxisAngle.html b/docs/functions/quat.toAxisAngle.html index 3f9555c..831de66 100644 --- a/docs/functions/quat.toAxisAngle.html +++ b/docs/functions/quat.toAxisAngle.html @@ -1,377 +1,5 @@ -toAxisAngle | wgpu-matrix
    -
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    -
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    - -

    Function toAxisAngle

    -
    -
      - -
    • -

      Gets the rotation axis and angle

      -
      -
      -

      Parameters

      -
        -
      • -
        q: Quat
        -

        quaternion to compute from

        -
      • -
      • -
        Optional dst: Vec3
        -

        Vec3 to hold result. If not passed in a new one is created.

        -
      -

      Returns {
          angle: number;
          axis: Vec3;
      }

      angle and axis

      - -
        -
      • -
        angle: number
      • -
      • -
        axis: Vec3
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +toAxisAngle | wgpu-matrix

    Function toAxisAngle

    • Gets the rotation axis and angle

      +

      Parameters

      • q: Quat

        quaternion to compute from

        +
      • Optional dst: Vec3

        Vec3 to hold result. If not passed in a new one is created.

        +

      Returns {
          angle: number;
          axis: Vec3;
      }

      angle and axis

      +
      • angle: number
      • axis: Vec3
    \ No newline at end of file diff --git a/docs/functions/setDefaultType.html b/docs/functions/setDefaultType.html index 69d8e07..357d601 100644 --- a/docs/functions/setDefaultType.html +++ b/docs/functions/setDefaultType.html @@ -1,380 +1,6 @@ -setDefaultType | wgpu-matrix
    -
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    Function setDefaultType

    -
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    \ No newline at end of file diff --git a/docs/functions/utils.degToRad.html b/docs/functions/utils.degToRad.html index e1ecbd3..26c129a 100644 --- a/docs/functions/utils.degToRad.html +++ b/docs/functions/utils.degToRad.html @@ -1,368 +1,4 @@ -degToRad | wgpu-matrix
    -
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    Function degToRad

    -
    -
      - -
    • -

      Convert degrees to radians

      -
      -
      -

      Parameters

      -
        -
      • -
        degrees: number
        -

        Angle in degrees

        -
      -

      Returns number

      angle converted to radians

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +degToRad | wgpu-matrix

    Function degToRad

    • Convert degrees to radians

      +

      Parameters

      • degrees: number

        Angle in degrees

        +

      Returns number

      angle converted to radians

      +
    \ No newline at end of file diff --git a/docs/functions/utils.euclideanModulo.html b/docs/functions/utils.euclideanModulo.html index 05f0c53..0d823a5 100644 --- a/docs/functions/utils.euclideanModulo.html +++ b/docs/functions/utils.euclideanModulo.html @@ -1,374 +1,7 @@ -euclideanModulo | wgpu-matrix
    -
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    -
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    Function euclideanModulo

    -
    -
    \ No newline at end of file diff --git a/docs/functions/utils.inverseLerp.html b/docs/functions/utils.inverseLerp.html index f54d675..89b2af3 100644 --- a/docs/functions/utils.inverseLerp.html +++ b/docs/functions/utils.inverseLerp.html @@ -1,378 +1,8 @@ -inverseLerp | wgpu-matrix
    -
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    Function inverseLerp

    -
    -
    \ No newline at end of file diff --git a/docs/functions/utils.lerp.html b/docs/functions/utils.lerp.html index cbf4fe9..9b62f22 100644 --- a/docs/functions/utils.lerp.html +++ b/docs/functions/utils.lerp.html @@ -1,376 +1,6 @@ -lerp | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lerp

    -
    -
      - -
    • -

      Lerps between a and b via t

      -
      -
      -

      Parameters

      -
        -
      • -
        a: number
        -

        starting value

        -
      • -
      • -
        b: number
        -

        ending value

        -
      • -
      • -
        t: number
        -

        value where 0 = a and 1 = b

        -
      -

      Returns number

      a + (b - a) * t

      -
    -
    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +lerp | wgpu-matrix
    • Lerps between a and b via t

      +

      Parameters

      • a: number

        starting value

        +
      • b: number

        ending value

        +
      • t: number

        value where 0 = a and 1 = b

        +

      Returns number

      a + (b - a) * t

      +
    \ No newline at end of file diff --git a/docs/functions/utils.radToDeg.html b/docs/functions/utils.radToDeg.html index 648cfe2..3cb65b7 100644 --- a/docs/functions/utils.radToDeg.html +++ b/docs/functions/utils.radToDeg.html @@ -1,368 +1,4 @@ -radToDeg | wgpu-matrix
    -
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    -
    -
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    - -

    Function radToDeg

    -
    -
      - -
    • -

      Convert radians to degrees

      -
      -
      -

      Parameters

      -
        -
      • -
        radians: number
        -

        Angle in radians

        -
      -

      Returns number

      angle converted to degrees

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +radToDeg | wgpu-matrix

    Function radToDeg

    • Convert radians to degrees

      +

      Parameters

      • radians: number

        Angle in radians

        +

      Returns number

      angle converted to degrees

      +
    \ No newline at end of file diff --git a/docs/functions/utils.setEpsilon.html b/docs/functions/utils.setEpsilon.html index 47cd7ff..0cbf71d 100644 --- a/docs/functions/utils.setEpsilon.html +++ b/docs/functions/utils.setEpsilon.html @@ -1,368 +1,4 @@ -setEpsilon | wgpu-matrix
    -
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    Function setEpsilon

    -
    -
      - -
    • -

      Set the value for EPSILON for various checks

      -
      -
      -

      Parameters

      -
        -
      • -
        v: number
        -

        Value to use for EPSILON.

        -
      -

      Returns number

      previous value of EPSILON;

      -
    -
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    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +setEpsilon | wgpu-matrix

    Function setEpsilon

    • Set the value for EPSILON for various checks

      +

      Parameters

      • v: number

        Value to use for EPSILON.

        +

      Returns number

      previous value of EPSILON;

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.add.html b/docs/functions/vec2.add.html index a6184c0..ed098fd 100644 --- a/docs/functions/vec2.add.html +++ b/docs/functions/vec2.add.html @@ -1,376 +1,6 @@ -add | wgpu-matrix
    -
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    Function add

    -
    -
      - -
    • -

      Adds two vectors; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the sum of a and b.

      -
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    Generated using TypeDoc

    -
    \ No newline at end of file +add | wgpu-matrix

    Function add

    • Adds two vectors; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the sum of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.addScaled.html b/docs/functions/vec2.addScaled.html index ace8f68..db5353c 100644 --- a/docs/functions/vec2.addScaled.html +++ b/docs/functions/vec2.addScaled.html @@ -1,380 +1,7 @@ -addScaled | wgpu-matrix
    -
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    -
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    Function addScaled

    -
    -
      - -
    • -

      Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      • -
      • -
        scale: number
        -

        Amount to scale b

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the sum of a + b * scale.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +addScaled | wgpu-matrix

    Function addScaled

    • Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +
      • scale: number

        Amount to scale b

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the sum of a + b * scale.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.angle.html b/docs/functions/vec2.angle.html index f5e20d9..58020de 100644 --- a/docs/functions/vec2.angle.html +++ b/docs/functions/vec2.angle.html @@ -1,372 +1,5 @@ -angle | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function angle

    -
    -
      - -
    • -

      Returns the angle in radians between two vectors.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      -

      Returns number

      The angle in radians between the 2 vectors.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +angle | wgpu-matrix

    Function angle

    • Returns the angle in radians between two vectors.

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +

      Returns number

      The angle in radians between the 2 vectors.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.ceil.html b/docs/functions/vec2.ceil.html index 0ae615d..d0fc9e0 100644 --- a/docs/functions/vec2.ceil.html +++ b/docs/functions/vec2.ceil.html @@ -1,372 +1,5 @@ -ceil | wgpu-matrix
    -
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    -
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    - -

    Function ceil

    -
    -
      - -
    • -

      Applies Math.ceil to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the ceil of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +ceil | wgpu-matrix

    Function ceil

    • Applies Math.ceil to each element of vector

      +

      Parameters

      • v: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the ceil of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.clamp.html b/docs/functions/vec2.clamp.html index 4c7c76a..758ab4d 100644 --- a/docs/functions/vec2.clamp.html +++ b/docs/functions/vec2.clamp.html @@ -1,380 +1,7 @@ -clamp | wgpu-matrix
    -
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    Function clamp

    -
    -
      - -
    • -

      Clamp each element of vector between min and max

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        Operand vector.

        -
      • -
      • -
        min: number = 0
        -

        Max value, default 1

        -
      • -
      • -
        max: number = 1
        -

        Min value, default 0

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that the clamped value of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clamp | wgpu-matrix

    Function clamp

    • Clamp each element of vector between min and max

      +

      Parameters

      • v: Vec2

        Operand vector.

        +
      • min: number = 0

        Max value, default 1

        +
      • max: number = 1

        Min value, default 0

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that the clamped value of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.clone.html b/docs/functions/vec2.clone.html index d316e64..79438ff 100644 --- a/docs/functions/vec2.clone.html +++ b/docs/functions/vec2.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
    -
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    Function clone

    -
    -
      - -
    • -

      Clones a vector. (same as copy) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clone | wgpu-matrix

    Function clone

    • Clones a vector. (same as vec2.copy) +Also see vec2.create and vec2.set

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.copy.html b/docs/functions/vec2.copy.html index f961166..9641e39 100644 --- a/docs/functions/vec2.copy.html +++ b/docs/functions/vec2.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
    -
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    Function copy

    -
    -
      - -
    • -

      Copies a vector. (same as clone) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +copy | wgpu-matrix

    Function copy

    • Copies a vector. (same as vec2.clone) +Also see vec2.create and vec2.set

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.create.html b/docs/functions/vec2.create.html index 53c6d88..8295d68 100644 --- a/docs/functions/vec2.create.html +++ b/docs/functions/vec2.create.html @@ -1,26 +1,4 @@ -create | wgpu-matrix
    -
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    - -

    Function create

    -
    -
      - -
    • -

      Creates a Vec2; may be called with x, y, z to set initial values.

      +create | wgpu-matrix

      Function create

      • Creates a Vec2; may be called with x, y, z to set initial values.

        Note: Since passing in a raw JavaScript array is valid in all circumstances, if you want to force a JavaScript array into a Vec2's specified type @@ -34,352 +12,7 @@

        Function create

        to create a Vec2 to be filled out as in

        const sum = vec2.create();
        vec2.add(v1, v2, sum);
        -
      -
      -

      Parameters

      -
        -
      • -
        x: number = 0
        -

        Initial x value.

        -
      • -
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        y: number = 0
        -

        Initial y value.

        -
      -

      Returns Vec2

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +

    Parameters

    • x: number = 0

      Initial x value.

      +
    • y: number = 0

      Initial y value.

      +

    Returns Vec2

    the created vector

    +
    \ No newline at end of file diff --git a/docs/functions/vec2.cross.html b/docs/functions/vec2.cross.html index 0fcce90..6e25132 100644 --- a/docs/functions/vec2.cross.html +++ b/docs/functions/vec2.cross.html @@ -1,377 +1,7 @@ -cross | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function cross

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.dist.html b/docs/functions/vec2.dist.html index 7d2fe02..7bdb617 100644 --- a/docs/functions/vec2.dist.html +++ b/docs/functions/vec2.dist.html @@ -1,372 +1,5 @@ -dist | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function dist

    -
    -
      - -
    • -

      Computes the distance between 2 points (same as distance)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        vector.

        -
      • -
      • -
        b: Vec2
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +dist | wgpu-matrix

    Function dist

    • Computes the distance between 2 points (same as distance)

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.distSq.html b/docs/functions/vec2.distSq.html index a4c182c..0a00684 100644 --- a/docs/functions/vec2.distSq.html +++ b/docs/functions/vec2.distSq.html @@ -1,372 +1,5 @@ -distSq | wgpu-matrix
    -
    - -
    -
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    - -

    Function distSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points (same as distanceSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        vector.

        -
      • -
      • -
        b: Vec2
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distSq | wgpu-matrix

    Function distSq

    • Computes the square of the distance between 2 points (same as distanceSq)

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.distance.html b/docs/functions/vec2.distance.html index e5db9bb..932fc6c 100644 --- a/docs/functions/vec2.distance.html +++ b/docs/functions/vec2.distance.html @@ -1,372 +1,5 @@ -distance | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distance

    -
    -
      - -
    • -

      Computes the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        vector.

        -
      • -
      • -
        b: Vec2
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distance | wgpu-matrix

    Function distance

    • Computes the distance between 2 points

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.distanceSq.html b/docs/functions/vec2.distanceSq.html index ff3c0ad..0bb7910 100644 --- a/docs/functions/vec2.distanceSq.html +++ b/docs/functions/vec2.distanceSq.html @@ -1,372 +1,5 @@ -distanceSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distanceSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        vector.

        -
      • -
      • -
        b: Vec2
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distanceSq | wgpu-matrix

    Function distanceSq

    • Computes the square of the distance between 2 points

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.div.html b/docs/functions/vec2.div.html index de46129..bfc7960 100644 --- a/docs/functions/vec2.div.html +++ b/docs/functions/vec2.div.html @@ -1,377 +1,7 @@ -div | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function div

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.divScalar.html b/docs/functions/vec2.divScalar.html index 4ed7001..57a5bcb 100644 --- a/docs/functions/vec2.divScalar.html +++ b/docs/functions/vec2.divScalar.html @@ -1,376 +1,6 @@ -divScalar | wgpu-matrix
    -
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    -
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    - -

    Function divScalar

    -
    -
      - -
    • -

      Divides a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +divScalar | wgpu-matrix

    Function divScalar

    • Divides a vector by a scalar.

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.divide.html b/docs/functions/vec2.divide.html index ce54cc5..a51760a 100644 --- a/docs/functions/vec2.divide.html +++ b/docs/functions/vec2.divide.html @@ -1,377 +1,7 @@ -divide | wgpu-matrix
    -
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    -
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    -
    - -

    Function divide

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.dot.html b/docs/functions/vec2.dot.html index cacee15..406c07e 100644 --- a/docs/functions/vec2.dot.html +++ b/docs/functions/vec2.dot.html @@ -1,373 +1,6 @@ -dot | wgpu-matrix
    -
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    -
    -
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    Function dot

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.equals.html b/docs/functions/vec2.equals.html index 835eb33..96bdd43 100644 --- a/docs/functions/vec2.equals.html +++ b/docs/functions/vec2.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
    -
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    -
    -
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    - -

    Function equals

    -
    -
      - -
    • -

      Check if 2 vectors are exactly equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are exactly equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equals | wgpu-matrix

    Function equals

    • Check if 2 vectors are exactly equal

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +

      Returns boolean

      true if vectors are exactly equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.equalsApproximately.html b/docs/functions/vec2.equalsApproximately.html index cd5781a..0a8629b 100644 --- a/docs/functions/vec2.equalsApproximately.html +++ b/docs/functions/vec2.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function equalsApproximately

    -
    -
      - -
    • -

      Check if 2 vectors are approximately equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are approximately equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equalsApproximately | wgpu-matrix

    Function equalsApproximately

    • Check if 2 vectors are approximately equal

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +

      Returns boolean

      true if vectors are approximately equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.floor.html b/docs/functions/vec2.floor.html index 7379599..9cae25d 100644 --- a/docs/functions/vec2.floor.html +++ b/docs/functions/vec2.floor.html @@ -1,372 +1,5 @@ -floor | wgpu-matrix
    -
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    - -

    Function floor

    -
    -
      - -
    • -

      Applies Math.floor to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the floor of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +floor | wgpu-matrix

    Function floor

    • Applies Math.floor to each element of vector

      +

      Parameters

      • v: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the floor of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.fromValues.html b/docs/functions/vec2.fromValues.html index 2b7b572..d358662 100644 --- a/docs/functions/vec2.fromValues.html +++ b/docs/functions/vec2.fromValues.html @@ -1,372 +1,5 @@ -fromValues | wgpu-matrix
    -
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    Function fromValues

    -
    -
      - -
    • -

      Creates a Vec2; may be called with x, y, z to set initial values. (same as create)

      -
      -
      -

      Parameters

      -
        -
      • -
        x: number = 0
        -

        Initial x value.

        -
      • -
      • -
        y: number = 0
        -

        Initial y value.

        -
      -

      Returns Vec2

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +fromValues | wgpu-matrix

    Function fromValues

    • Creates a Vec2; may be called with x, y, z to set initial values. (same as create)

      +

      Parameters

      • x: number = 0

        Initial x value.

        +
      • y: number = 0

        Initial y value.

        +

      Returns Vec2

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.inverse.html b/docs/functions/vec2.inverse.html index 8cde3a5..a1d0b44 100644 --- a/docs/functions/vec2.inverse.html +++ b/docs/functions/vec2.inverse.html @@ -1,372 +1,5 @@ -inverse | wgpu-matrix
    -
    - -
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    - -

    Function inverse

    -
    -
      - -
    • -

      Inverse a vector.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +inverse | wgpu-matrix

    Function inverse

    • Inverse a vector.

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.invert.html b/docs/functions/vec2.invert.html index 81f4b58..47f8ea2 100644 --- a/docs/functions/vec2.invert.html +++ b/docs/functions/vec2.invert.html @@ -1,372 +1,5 @@ -invert | wgpu-matrix
    -
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    -
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    Function invert

    -
    -
      - -
    • -

      Invert a vector. (same as inverse)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +invert | wgpu-matrix

    Function invert

    • Invert a vector. (same as inverse)

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.len.html b/docs/functions/vec2.len.html index e771fc3..b0ba4f7 100644 --- a/docs/functions/vec2.len.html +++ b/docs/functions/vec2.len.html @@ -1,368 +1,4 @@ -len | wgpu-matrix
    -
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    Function len

    -
    -
      - -
    • -

      Computes the length of vector (same as length)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
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    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +len | wgpu-matrix

    Function len

    • Computes the length of vector (same as length)

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.lenSq.html b/docs/functions/vec2.lenSq.html index 480d2f4..e2f64e0 100644 --- a/docs/functions/vec2.lenSq.html +++ b/docs/functions/vec2.lenSq.html @@ -1,368 +1,4 @@ -lenSq | wgpu-matrix
    -
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    - -

    Function lenSq

    -
    -
      - -
    • -

      Computes the square of the length of vector (same as lengthSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lenSq | wgpu-matrix

    Function lenSq

    • Computes the square of the length of vector (same as lengthSq)

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.length.html b/docs/functions/vec2.length.html index 81f8023..cdadc3e 100644 --- a/docs/functions/vec2.length.html +++ b/docs/functions/vec2.length.html @@ -1,368 +1,4 @@ -length | wgpu-matrix
    -
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    Function length

    -
    -
      - -
    • -

      Computes the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +length | wgpu-matrix

    Function length

    • Computes the length of vector

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.lengthSq.html b/docs/functions/vec2.lengthSq.html index aa4a080..6884069 100644 --- a/docs/functions/vec2.lengthSq.html +++ b/docs/functions/vec2.lengthSq.html @@ -1,368 +1,4 @@ -lengthSq | wgpu-matrix
    -
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    Function lengthSq

    -
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      - -
    • -

      Computes the square of the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lengthSq | wgpu-matrix

    Function lengthSq

    • Computes the square of the length of vector

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.lerp.html b/docs/functions/vec2.lerp.html index ad30674..ec4005f 100644 --- a/docs/functions/vec2.lerp.html +++ b/docs/functions/vec2.lerp.html @@ -1,382 +1,9 @@ -lerp | wgpu-matrix
    -
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    -
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    Function lerp

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.lerpV.html b/docs/functions/vec2.lerpV.html index 0f0efc7..64e0097 100644 --- a/docs/functions/vec2.lerpV.html +++ b/docs/functions/vec2.lerpV.html @@ -1,382 +1,9 @@ -lerpV | wgpu-matrix
    -
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    -
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    Function lerpV

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.max.html b/docs/functions/vec2.max.html index dfcea9b..5729e79 100644 --- a/docs/functions/vec2.max.html +++ b/docs/functions/vec2.max.html @@ -1,378 +1,8 @@ -max | wgpu-matrix
    -
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    -
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    Function max

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.midpoint.html b/docs/functions/vec2.midpoint.html index 6540087..d76d5f3 100644 --- a/docs/functions/vec2.midpoint.html +++ b/docs/functions/vec2.midpoint.html @@ -1,374 +1,5 @@ -midpoint | wgpu-matrix
    -
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    - -

    Function midpoint

    -
    -
      - -
    • -

      Return the vector exactly between 2 endpoint vectors

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Endpoint 1

        -
      • -
      • -
        b: Vec2
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        Endpoint 2

        -
      • -
      • -
        Optional dst: Vec2
      -

      Returns Vec2

      The vector exactly residing between endpoints 1 and 2

      -
    -
    - -
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    Generated using TypeDoc

    -
    \ No newline at end of file +midpoint | wgpu-matrix

    Function midpoint

    • Return the vector exactly between 2 endpoint vectors

      +

      Parameters

      Returns Vec2

      The vector exactly residing between endpoints 1 and 2

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.min.html b/docs/functions/vec2.min.html index a24a62d..e31aac0 100644 --- a/docs/functions/vec2.min.html +++ b/docs/functions/vec2.min.html @@ -1,378 +1,8 @@ -min | wgpu-matrix
    -
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    Function min

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.mul.html b/docs/functions/vec2.mul.html index 240697a..ac1ac58 100644 --- a/docs/functions/vec2.mul.html +++ b/docs/functions/vec2.mul.html @@ -1,377 +1,7 @@ -mul | wgpu-matrix
    -
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    -
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    - -

    Function mul

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.mulScalar.html b/docs/functions/vec2.mulScalar.html index d7bafc0..f4ff18b 100644 --- a/docs/functions/vec2.mulScalar.html +++ b/docs/functions/vec2.mulScalar.html @@ -1,376 +1,6 @@ -mulScalar | wgpu-matrix
    -
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    Function mulScalar

    -
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    • -

      Multiplies a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +mulScalar | wgpu-matrix

    Function mulScalar

    • Multiplies a vector by a scalar.

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.multiply.html b/docs/functions/vec2.multiply.html index 8ebdde3..20441af 100644 --- a/docs/functions/vec2.multiply.html +++ b/docs/functions/vec2.multiply.html @@ -1,377 +1,7 @@ -multiply | wgpu-matrix
    -
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    Function multiply

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.negate.html b/docs/functions/vec2.negate.html index d288601..f9c06ee 100644 --- a/docs/functions/vec2.negate.html +++ b/docs/functions/vec2.negate.html @@ -1,372 +1,5 @@ -negate | wgpu-matrix
    -
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    - -

    Function negate

    -
    -
      - -
    • -

      Negates a vector.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      -v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +negate | wgpu-matrix

    Function negate

    • Negates a vector.

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      -v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.normalize.html b/docs/functions/vec2.normalize.html index 647ca86..506847b 100644 --- a/docs/functions/vec2.normalize.html +++ b/docs/functions/vec2.normalize.html @@ -1,372 +1,5 @@ -normalize | wgpu-matrix
    -
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    Function normalize

    -
    -
      - -
    • -

      Divides a vector by its Euclidean length and returns the quotient.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The normalized vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +normalize | wgpu-matrix

    Function normalize

    • Divides a vector by its Euclidean length and returns the quotient.

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The normalized vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.random.html b/docs/functions/vec2.random.html index a2ec14b..502d586 100644 --- a/docs/functions/vec2.random.html +++ b/docs/functions/vec2.random.html @@ -1,372 +1,5 @@ -random | wgpu-matrix
    -
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    -
    -
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    - -

    Function random

    -
    -
      - -
    • -

      Creates a random unit vector * scale

      -
      -
      -

      Parameters

      -
        -
      • -
        scale: number = 1
        -

        Default 1

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The random vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +random | wgpu-matrix

    Function random

    • Creates a random unit vector * scale

      +

      Parameters

      • scale: number = 1

        Default 1

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The random vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.rotate.html b/docs/functions/vec2.rotate.html index 82c81d8..e842813 100644 --- a/docs/functions/vec2.rotate.html +++ b/docs/functions/vec2.rotate.html @@ -1,378 +1,6 @@ -rotate | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function rotate

    -
    -
      - -
    • -

      Rotate a 2D vector

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        The vec2 point to rotate

        -
      • -
      • -
        b: Vec2
        -

        The origin of the rotation

        -
      • -
      • -
        rad: number
        -

        The angle of rotation in radians

        -
      • -
      • -
        Optional dst: Vec2
      -

      Returns Vec2

      the rotated vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotate | wgpu-matrix

    Function rotate

    • Rotate a 2D vector

      +

      Parameters

      • a: Vec2

        The vec2 point to rotate

        +
      • b: Vec2

        The origin of the rotation

        +
      • rad: number

        The angle of rotation in radians

        +
      • Optional dst: Vec2

      Returns Vec2

      the rotated vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.round.html b/docs/functions/vec2.round.html index 4278f1c..c40e677 100644 --- a/docs/functions/vec2.round.html +++ b/docs/functions/vec2.round.html @@ -1,372 +1,5 @@ -round | wgpu-matrix
    -
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    - -

    Function round

    -
    -
      - -
    • -

      Applies Math.round to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the round of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +round | wgpu-matrix

    Function round

    • Applies Math.round to each element of vector

      +

      Parameters

      • v: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the round of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.scale.html b/docs/functions/vec2.scale.html index 702d0ec..f113332 100644 --- a/docs/functions/vec2.scale.html +++ b/docs/functions/vec2.scale.html @@ -1,376 +1,6 @@ -scale | wgpu-matrix
    -
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    - -

    Function scale

    -
    -
      - -
    • -

      Multiplies a vector by a scalar. (same as mulScalar)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +scale | wgpu-matrix

    Function scale

    • Multiplies a vector by a scalar. (same as mulScalar)

      +

      Parameters

      • v: Vec2

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.set.html b/docs/functions/vec2.set.html index e3a6c3a..f992649 100644 --- a/docs/functions/vec2.set.html +++ b/docs/functions/vec2.set.html @@ -1,377 +1,7 @@ -set | wgpu-matrix
    -
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    -
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    - -

    Function set

    -
    -
      - -
    • -

      Sets the values of a Vec2 -Also see create and copy

      -
      -
      -

      Parameters

      -
        -
      • -
        x: number
        -

        first value

        -
      • -
      • -
        y: number
        -

        second value

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector with its elements set.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +set | wgpu-matrix

    Function set

    • Sets the values of a Vec2 +Also see vec2.create and vec2.copy

      +

      Parameters

      • x: number

        first value

        +
      • y: number

        second value

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector with its elements set.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.setDefaultType.html b/docs/functions/vec2.setDefaultType.html index f4ebe7e..d8cb578 100644 --- a/docs/functions/vec2.setDefaultType.html +++ b/docs/functions/vec2.setDefaultType.html @@ -1,53 +1,7 @@ -setDefaultType | wgpu-matrix
    -
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    -
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    Function setDefaultType

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec2.setLength.html b/docs/functions/vec2.setLength.html index 70ff523..0bd76b3 100644 --- a/docs/functions/vec2.setLength.html +++ b/docs/functions/vec2.setLength.html @@ -1,374 +1,5 @@ -setLength | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function setLength

    -
    -
      - -
    • -

      Treat a 2D vector as a direction and set it's length

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        The vec2 to lengthen

        -
      • -
      • -
        len: number
        -

        The length of the resulting vector

        -
      • -
      • -
        Optional dst: Vec2
      -

      Returns Vec2

      The lengthened vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +setLength | wgpu-matrix

    Function setLength

    • Treat a 2D vector as a direction and set it's length

      +

      Parameters

      • a: Vec2

        The vec2 to lengthen

        +
      • len: number

        The length of the resulting vector

        +
      • Optional dst: Vec2

      Returns Vec2

      The lengthened vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.sub.html b/docs/functions/vec2.sub.html index a3d7507..d9c8233 100644 --- a/docs/functions/vec2.sub.html +++ b/docs/functions/vec2.sub.html @@ -1,376 +1,6 @@ -sub | wgpu-matrix
    -
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    - -

    Function sub

    -
    -
      - -
    • -

      Subtracts two vectors.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +sub | wgpu-matrix

    Function sub

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.subtract.html b/docs/functions/vec2.subtract.html index 837c3de..69d8fad 100644 --- a/docs/functions/vec2.subtract.html +++ b/docs/functions/vec2.subtract.html @@ -1,376 +1,6 @@ -subtract | wgpu-matrix
    -
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    Function subtract

    -
    -
      - -
    • -

      Subtracts two vectors.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        Operand vector.

        -
      • -
      • -
        b: Vec2
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      A vector that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +subtract | wgpu-matrix

    Function subtract

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec2

        Operand vector.

        +
      • b: Vec2

        Operand vector.

        +
      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.transformMat3.html b/docs/functions/vec2.transformMat3.html index 9a988b4..631abd2 100644 --- a/docs/functions/vec2.transformMat3.html +++ b/docs/functions/vec2.transformMat3.html @@ -1,376 +1,6 @@ -transformMat3 | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function transformMat3

    -
    -
      - -
    • -

      Transforms vec4 by 3x3 matrix

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        the vector

        -
      • -
      • -
        m: Mat3
        -

        The matrix.

        -
      • -
      • -
        Optional dst: Vec2
        -

        optional Vec2 to store result. If not passed a new one is created.

        -
      -

      Returns Vec2

      the transformed vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformMat3 | wgpu-matrix

    Function transformMat3

    • Transforms vec4 by 3x3 matrix

      +

      Parameters

      • v: Vec2

        the vector

        +
      • m: Mat3

        The matrix.

        +
      • Optional dst: Vec2

        optional Vec2 to store result. If not passed a new one is created.

        +

      Returns Vec2

      the transformed vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.transformMat4.html b/docs/functions/vec2.transformMat4.html index 304bb3e..94d0f3e 100644 --- a/docs/functions/vec2.transformMat4.html +++ b/docs/functions/vec2.transformMat4.html @@ -1,376 +1,6 @@ -transformMat4 | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function transformMat4

    -
    -
      - -
    • -

      transform Vec2 by 4x4 matrix

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec2
        -

        the vector

        -
      • -
      • -
        m: Mat4
        -

        The matrix.

        -
      • -
      • -
        Optional dst: Vec2
        -

        optional Vec2 to store result. If not passed a new one is created.

        -
      -

      Returns Vec2

      the transformed vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformMat4 | wgpu-matrix

    Function transformMat4

    • transform Vec2 by 4x4 matrix

      +

      Parameters

      • v: Vec2

        the vector

        +
      • m: Mat4

        The matrix.

        +
      • Optional dst: Vec2

        optional Vec2 to store result. If not passed a new one is created.

        +

      Returns Vec2

      the transformed vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.truncate.html b/docs/functions/vec2.truncate.html index 252c34d..7179604 100644 --- a/docs/functions/vec2.truncate.html +++ b/docs/functions/vec2.truncate.html @@ -1,374 +1,5 @@ -truncate | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function truncate

    -
    -
      - -
    • -

      Ensure a vector is not longer than a max length

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec2
        -

        The vec2 to limit

        -
      • -
      • -
        maxLen: number
        -

        The longest length of the resulting vector

        -
      • -
      • -
        Optional dst: Vec2
      -

      Returns Vec2

      The vector, shortened to maxLen if it's too long

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +truncate | wgpu-matrix

    Function truncate

    • Ensure a vector is not longer than a max length

      +

      Parameters

      • a: Vec2

        The vec2 to limit

        +
      • maxLen: number

        The longest length of the resulting vector

        +
      • Optional dst: Vec2

      Returns Vec2

      The vector, shortened to maxLen if it's too long

      +
    \ No newline at end of file diff --git a/docs/functions/vec2.zero.html b/docs/functions/vec2.zero.html index 6be9218..f859fce 100644 --- a/docs/functions/vec2.zero.html +++ b/docs/functions/vec2.zero.html @@ -1,368 +1,4 @@ -zero | wgpu-matrix
    -
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    -
    -
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    - -

    Function zero

    -
    -
      - -
    • -

      Zero's a vector

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional dst: Vec2
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec2

      The zeroed vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +zero | wgpu-matrix

    Function zero

    • Zero's a vector

      +

      Parameters

      • Optional dst: Vec2

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec2

      The zeroed vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.add.html b/docs/functions/vec3.add.html index 1b08faa..75aa74e 100644 --- a/docs/functions/vec3.add.html +++ b/docs/functions/vec3.add.html @@ -1,376 +1,6 @@ -add | wgpu-matrix
    -
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    -
    -
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    - -

    Function add

    -
    -
      - -
    • -

      Adds two vectors; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the sum of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +add | wgpu-matrix

    Function add

    • Adds two vectors; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the sum of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.addScaled.html b/docs/functions/vec3.addScaled.html index 247dce8..e894e58 100644 --- a/docs/functions/vec3.addScaled.html +++ b/docs/functions/vec3.addScaled.html @@ -1,380 +1,7 @@ -addScaled | wgpu-matrix
    -
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    Function addScaled

    -
    -
      - -
    • -

      Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      • -
      • -
        scale: number
        -

        Amount to scale b

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the sum of a + b * scale.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +addScaled | wgpu-matrix

    Function addScaled

    • Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +
      • scale: number

        Amount to scale b

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the sum of a + b * scale.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.angle.html b/docs/functions/vec3.angle.html index f5365b3..9d5bac4 100644 --- a/docs/functions/vec3.angle.html +++ b/docs/functions/vec3.angle.html @@ -1,372 +1,5 @@ -angle | wgpu-matrix
    -
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    -
    -
    -
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    Function angle

    -
    -
      - -
    • -

      Returns the angle in radians between two vectors.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      -

      Returns number

      The angle in radians between the 2 vectors.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +angle | wgpu-matrix

    Function angle

    • Returns the angle in radians between two vectors.

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +

      Returns number

      The angle in radians between the 2 vectors.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.ceil.html b/docs/functions/vec3.ceil.html index 920f204..486b133 100644 --- a/docs/functions/vec3.ceil.html +++ b/docs/functions/vec3.ceil.html @@ -1,372 +1,5 @@ -ceil | wgpu-matrix
    -
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    -
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    - -

    Function ceil

    -
    -
      - -
    • -

      Applies Math.ceil to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the ceil of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +ceil | wgpu-matrix

    Function ceil

    • Applies Math.ceil to each element of vector

      +

      Parameters

      • v: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the ceil of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.clamp.html b/docs/functions/vec3.clamp.html index 8fdbe89..b483915 100644 --- a/docs/functions/vec3.clamp.html +++ b/docs/functions/vec3.clamp.html @@ -1,380 +1,7 @@ -clamp | wgpu-matrix
    -
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    - -

    Function clamp

    -
    -
      - -
    • -

      Clamp each element of vector between min and max

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        Operand vector.

        -
      • -
      • -
        min: number = 0
        -

        Max value, default 1

        -
      • -
      • -
        max: number = 1
        -

        Min value, default 0

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that the clamped value of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clamp | wgpu-matrix

    Function clamp

    • Clamp each element of vector between min and max

      +

      Parameters

      • v: Vec3

        Operand vector.

        +
      • min: number = 0

        Max value, default 1

        +
      • max: number = 1

        Min value, default 0

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that the clamped value of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.clone.html b/docs/functions/vec3.clone.html index 867c7c3..b9049ac 100644 --- a/docs/functions/vec3.clone.html +++ b/docs/functions/vec3.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
    -
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    -
    -
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    - -

    Function clone

    -
    -
      - -
    • -

      Clones a vector. (same as copy) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clone | wgpu-matrix

    Function clone

    • Clones a vector. (same as vec3.copy) +Also see vec3.create and vec3.set

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.copy.html b/docs/functions/vec3.copy.html index 5c79946..f2b4ba3 100644 --- a/docs/functions/vec3.copy.html +++ b/docs/functions/vec3.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function copy

    -
    -
      - -
    • -

      Copies a vector. (same as clone) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +copy | wgpu-matrix

    Function copy

    • Copies a vector. (same as vec3.clone) +Also see vec3.create and vec3.set

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.create.html b/docs/functions/vec3.create.html index 94b8f2b..dfa1ad6 100644 --- a/docs/functions/vec3.create.html +++ b/docs/functions/vec3.create.html @@ -1,376 +1,6 @@ -create | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function create

    -
    -
      - -
    • -

      Creates a vec3; may be called with x, y, z to set initial values.

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      -

      Returns Vec3

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +create | wgpu-matrix

    Function create

    • Creates a vec3; may be called with x, y, z to set initial values.

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +

      Returns Vec3

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.cross.html b/docs/functions/vec3.cross.html index 9fd6f7e..8723f2a 100644 --- a/docs/functions/vec3.cross.html +++ b/docs/functions/vec3.cross.html @@ -1,377 +1,7 @@ -cross | wgpu-matrix
    -
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    -
    -
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    - -

    Function cross

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.dist.html b/docs/functions/vec3.dist.html index ca4f950..373c861 100644 --- a/docs/functions/vec3.dist.html +++ b/docs/functions/vec3.dist.html @@ -1,372 +1,5 @@ -dist | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function dist

    -
    -
      - -
    • -

      Computes the distance between 2 points (same as distance)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        vector.

        -
      • -
      • -
        b: Vec3
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +dist | wgpu-matrix

    Function dist

    • Computes the distance between 2 points (same as distance)

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.distSq.html b/docs/functions/vec3.distSq.html index c45ac3b..ce49eaf 100644 --- a/docs/functions/vec3.distSq.html +++ b/docs/functions/vec3.distSq.html @@ -1,372 +1,5 @@ -distSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points (same as distanceSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        vector.

        -
      • -
      • -
        b: Vec3
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distSq | wgpu-matrix

    Function distSq

    • Computes the square of the distance between 2 points (same as distanceSq)

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.distance.html b/docs/functions/vec3.distance.html index 1b5e24b..9a46942 100644 --- a/docs/functions/vec3.distance.html +++ b/docs/functions/vec3.distance.html @@ -1,372 +1,5 @@ -distance | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function distance

    -
    -
      - -
    • -

      Computes the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        vector.

        -
      • -
      • -
        b: Vec3
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distance | wgpu-matrix

    Function distance

    • Computes the distance between 2 points

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.distanceSq.html b/docs/functions/vec3.distanceSq.html index 5016e77..10170cc 100644 --- a/docs/functions/vec3.distanceSq.html +++ b/docs/functions/vec3.distanceSq.html @@ -1,372 +1,5 @@ -distanceSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distanceSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        vector.

        -
      • -
      • -
        b: Vec3
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distanceSq | wgpu-matrix

    Function distanceSq

    • Computes the square of the distance between 2 points

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.div.html b/docs/functions/vec3.div.html index cbf1f1e..497cab5 100644 --- a/docs/functions/vec3.div.html +++ b/docs/functions/vec3.div.html @@ -1,377 +1,7 @@ -div | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function div

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.divScalar.html b/docs/functions/vec3.divScalar.html index 5b4812b..756a231 100644 --- a/docs/functions/vec3.divScalar.html +++ b/docs/functions/vec3.divScalar.html @@ -1,376 +1,6 @@ -divScalar | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function divScalar

    -
    -
      - -
    • -

      Divides a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +divScalar | wgpu-matrix

    Function divScalar

    • Divides a vector by a scalar.

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.divide.html b/docs/functions/vec3.divide.html index 2c596b1..7ac8ebb 100644 --- a/docs/functions/vec3.divide.html +++ b/docs/functions/vec3.divide.html @@ -1,377 +1,7 @@ -divide | wgpu-matrix
    -
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    -
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    Function divide

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.dot.html b/docs/functions/vec3.dot.html index 1b9ddd1..01cf2b7 100644 --- a/docs/functions/vec3.dot.html +++ b/docs/functions/vec3.dot.html @@ -1,373 +1,6 @@ -dot | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function dot

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.equals.html b/docs/functions/vec3.equals.html index b66c875..1706805 100644 --- a/docs/functions/vec3.equals.html +++ b/docs/functions/vec3.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function equals

    -
    -
      - -
    • -

      Check if 2 vectors are exactly equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are exactly equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equals | wgpu-matrix

    Function equals

    • Check if 2 vectors are exactly equal

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +

      Returns boolean

      true if vectors are exactly equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.equalsApproximately.html b/docs/functions/vec3.equalsApproximately.html index 873223e..5da71f9 100644 --- a/docs/functions/vec3.equalsApproximately.html +++ b/docs/functions/vec3.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function equalsApproximately

    -
    -
      - -
    • -

      Check if 2 vectors are approximately equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are approximately equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equalsApproximately | wgpu-matrix

    Function equalsApproximately

    • Check if 2 vectors are approximately equal

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +

      Returns boolean

      true if vectors are approximately equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.floor.html b/docs/functions/vec3.floor.html index 8d24586..d05e9eb 100644 --- a/docs/functions/vec3.floor.html +++ b/docs/functions/vec3.floor.html @@ -1,372 +1,5 @@ -floor | wgpu-matrix
    -
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    -
    -
    - -

    Function floor

    -
    -
      - -
    • -

      Applies Math.floor to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the floor of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +floor | wgpu-matrix

    Function floor

    • Applies Math.floor to each element of vector

      +

      Parameters

      • v: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the floor of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.fromValues.html b/docs/functions/vec3.fromValues.html index a52c84d..d120c04 100644 --- a/docs/functions/vec3.fromValues.html +++ b/docs/functions/vec3.fromValues.html @@ -1,376 +1,6 @@ -fromValues | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function fromValues

    -
    -
      - -
    • -

      Creates a vec3; may be called with x, y, z to set initial values. (same as create)

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      -

      Returns Vec3

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +fromValues | wgpu-matrix

    Function fromValues

    • Creates a vec3; may be called with x, y, z to set initial values. (same as create)

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +

      Returns Vec3

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.getAxis.html b/docs/functions/vec3.getAxis.html index cf272b9..e3ce66c 100644 --- a/docs/functions/vec3.getAxis.html +++ b/docs/functions/vec3.getAxis.html @@ -1,374 +1,5 @@ -getAxis | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function getAxis

    -
    -
      - -
    • -

      Returns an axis of a 4x4 matrix as a vector with 3 entries

      -
      -
      -

      Parameters

      -
        -
      • -
        m: Mat4
        -

        The matrix.

        -
      • -
      • -
        axis: number
        -

        The axis 0 = x, 1 = y, 2 = z;

        -
      • -
      • -
        Optional dst: Vec3
      -

      Returns Vec3

      The axis component of m.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +getAxis | wgpu-matrix

    Function getAxis

    • Returns an axis of a 4x4 matrix as a vector with 3 entries

      +

      Parameters

      • m: Mat4

        The matrix.

        +
      • axis: number

        The axis 0 = x, 1 = y, 2 = z;

        +
      • Optional dst: Vec3

      Returns Vec3

      The axis component of m.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.getScaling.html b/docs/functions/vec3.getScaling.html index e98f722..05acc25 100644 --- a/docs/functions/vec3.getScaling.html +++ b/docs/functions/vec3.getScaling.html @@ -1,371 +1,4 @@ -getScaling | wgpu-matrix
    -
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    Function getScaling

    -
    -
      - -
    • -

      Returns the scaling component of the matrix

      -
      -
      -

      Parameters

      -
        -
      • -
        m: Mat4
        -

        The Matrix

        -
      • -
      • -
        dst: Vec3
        -

        The vector to set. If not passed a new one is created.

        -
      -

      Returns Vec3

    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +getScaling | wgpu-matrix

    Function getScaling

    • Returns the scaling component of the matrix

      +

      Parameters

      • m: Mat4

        The Matrix

        +
      • dst: Vec3

        The vector to set. If not passed a new one is created.

        +

      Returns Vec3

    \ No newline at end of file diff --git a/docs/functions/vec3.getTranslation.html b/docs/functions/vec3.getTranslation.html index 530c7de..6c23784 100644 --- a/docs/functions/vec3.getTranslation.html +++ b/docs/functions/vec3.getTranslation.html @@ -1,373 +1,6 @@ -getTranslation | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function getTranslation

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.inverse.html b/docs/functions/vec3.inverse.html index 4237118..b3ceabc 100644 --- a/docs/functions/vec3.inverse.html +++ b/docs/functions/vec3.inverse.html @@ -1,372 +1,5 @@ -inverse | wgpu-matrix
    -
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    -
    -
    -
    - -

    Function inverse

    -
    -
      - -
    • -

      Inverse a vector.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +inverse | wgpu-matrix

    Function inverse

    • Inverse a vector.

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.invert.html b/docs/functions/vec3.invert.html index 3924c8b..f19712c 100644 --- a/docs/functions/vec3.invert.html +++ b/docs/functions/vec3.invert.html @@ -1,372 +1,5 @@ -invert | wgpu-matrix
    -
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    - -

    Function invert

    -
    -
      - -
    • -

      Invert a vector. (same as inverse)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +invert | wgpu-matrix

    Function invert

    • Invert a vector. (same as inverse)

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.len.html b/docs/functions/vec3.len.html index 7e2f776..cd8b953 100644 --- a/docs/functions/vec3.len.html +++ b/docs/functions/vec3.len.html @@ -1,368 +1,4 @@ -len | wgpu-matrix
    -
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    -
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    - -

    Function len

    -
    -
      - -
    • -

      Computes the length of vector (same as length)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +len | wgpu-matrix

    Function len

    • Computes the length of vector (same as length)

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.lenSq.html b/docs/functions/vec3.lenSq.html index 55b54e2..b88e4cb 100644 --- a/docs/functions/vec3.lenSq.html +++ b/docs/functions/vec3.lenSq.html @@ -1,368 +1,4 @@ -lenSq | wgpu-matrix
    -
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    - -

    Function lenSq

    -
    -
      - -
    • -

      Computes the square of the length of vector (same as lengthSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lenSq | wgpu-matrix

    Function lenSq

    • Computes the square of the length of vector (same as lengthSq)

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.length.html b/docs/functions/vec3.length.html index 12c85a4..7ed18e9 100644 --- a/docs/functions/vec3.length.html +++ b/docs/functions/vec3.length.html @@ -1,368 +1,4 @@ -length | wgpu-matrix
    -
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    Function length

    -
    -
      - -
    • -

      Computes the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +length | wgpu-matrix

    Function length

    • Computes the length of vector

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.lengthSq.html b/docs/functions/vec3.lengthSq.html index d53e86b..4df7ae3 100644 --- a/docs/functions/vec3.lengthSq.html +++ b/docs/functions/vec3.lengthSq.html @@ -1,368 +1,4 @@ -lengthSq | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function lengthSq

    -
    -
      - -
    • -

      Computes the square of the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lengthSq | wgpu-matrix

    Function lengthSq

    • Computes the square of the length of vector

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.lerp.html b/docs/functions/vec3.lerp.html index 36b74b3..99d3da3 100644 --- a/docs/functions/vec3.lerp.html +++ b/docs/functions/vec3.lerp.html @@ -1,382 +1,9 @@ -lerp | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lerp

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.lerpV.html b/docs/functions/vec3.lerpV.html index 982fda1..f2dd7f8 100644 --- a/docs/functions/vec3.lerpV.html +++ b/docs/functions/vec3.lerpV.html @@ -1,382 +1,9 @@ -lerpV | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function lerpV

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.max.html b/docs/functions/vec3.max.html index 710e20d..f00b0de 100644 --- a/docs/functions/vec3.max.html +++ b/docs/functions/vec3.max.html @@ -1,378 +1,8 @@ -max | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function max

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.midpoint.html b/docs/functions/vec3.midpoint.html index c8c5638..8362e57 100644 --- a/docs/functions/vec3.midpoint.html +++ b/docs/functions/vec3.midpoint.html @@ -1,374 +1,5 @@ -midpoint | wgpu-matrix
    -
    - -
    -
    -
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    - -

    Function midpoint

    -
    -
      - -
    • -

      Return the vector exactly between 2 endpoint vectors

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Endpoint 1

        -
      • -
      • -
        b: Vec3
        -

        Endpoint 2

        -
      • -
      • -
        Optional dst: Vec3
      -

      Returns Vec3

      The vector exactly residing between endpoints 1 and 2

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +midpoint | wgpu-matrix

    Function midpoint

    • Return the vector exactly between 2 endpoint vectors

      +

      Parameters

      Returns Vec3

      The vector exactly residing between endpoints 1 and 2

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.min.html b/docs/functions/vec3.min.html index d9a91c8..da4add7 100644 --- a/docs/functions/vec3.min.html +++ b/docs/functions/vec3.min.html @@ -1,378 +1,8 @@ -min | wgpu-matrix
    -
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    -
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    - -

    Function min

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.mul.html b/docs/functions/vec3.mul.html index 011ff57..40288bb 100644 --- a/docs/functions/vec3.mul.html +++ b/docs/functions/vec3.mul.html @@ -1,377 +1,7 @@ -mul | wgpu-matrix
    -
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    -
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    - -

    Function mul

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.mulScalar.html b/docs/functions/vec3.mulScalar.html index 342b1a7..a2e3c5f 100644 --- a/docs/functions/vec3.mulScalar.html +++ b/docs/functions/vec3.mulScalar.html @@ -1,376 +1,6 @@ -mulScalar | wgpu-matrix
    -
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    Function mulScalar

    -
    -
      - -
    • -

      Multiplies a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +mulScalar | wgpu-matrix

    Function mulScalar

    • Multiplies a vector by a scalar.

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.multiply.html b/docs/functions/vec3.multiply.html index 2a85951..dc84aab 100644 --- a/docs/functions/vec3.multiply.html +++ b/docs/functions/vec3.multiply.html @@ -1,377 +1,7 @@ -multiply | wgpu-matrix
    -
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    -
    -
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    - -

    Function multiply

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.negate.html b/docs/functions/vec3.negate.html index ae52a02..2f5517c 100644 --- a/docs/functions/vec3.negate.html +++ b/docs/functions/vec3.negate.html @@ -1,372 +1,5 @@ -negate | wgpu-matrix
    -
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    - -

    Function negate

    -
    -
      - -
    • -

      Negates a vector.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      -v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +negate | wgpu-matrix

    Function negate

    • Negates a vector.

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      -v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.normalize.html b/docs/functions/vec3.normalize.html index b13523a..adcad83 100644 --- a/docs/functions/vec3.normalize.html +++ b/docs/functions/vec3.normalize.html @@ -1,372 +1,5 @@ -normalize | wgpu-matrix
    -
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    - -

    Function normalize

    -
    -
      - -
    • -

      Divides a vector by its Euclidean length and returns the quotient.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The normalized vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +normalize | wgpu-matrix

    Function normalize

    • Divides a vector by its Euclidean length and returns the quotient.

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The normalized vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.random.html b/docs/functions/vec3.random.html index 8d4e6ab..f132049 100644 --- a/docs/functions/vec3.random.html +++ b/docs/functions/vec3.random.html @@ -1,372 +1,5 @@ -random | wgpu-matrix
    -
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    Function random

    -
    -
      - -
    • -

      Creates a random vector

      -
      -
      -

      Parameters

      -
        -
      • -
        scale: number = 1
        -

        Default 1

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The random vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +random | wgpu-matrix

    Function random

    • Creates a random vector

      +

      Parameters

      • scale: number = 1

        Default 1

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The random vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.rotateX.html b/docs/functions/vec3.rotateX.html index c526df9..0d9a01f 100644 --- a/docs/functions/vec3.rotateX.html +++ b/docs/functions/vec3.rotateX.html @@ -1,380 +1,7 @@ -rotateX | wgpu-matrix
    -
    - -
    -
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    - -

    Function rotateX

    -
    -
      - -
    • -

      Rotate a 3D vector around the x-axis

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        The vec3 point to rotate

        -
      • -
      • -
        b: Vec3
        -

        The origin of the rotation

        -
      • -
      • -
        rad: number
        -

        The angle of rotation in radians

        -
      • -
      • -
        Optional dst: Vec3
        -

        The vector to set. If not passed a new one is created.

        -
      -

      Returns Vec3

      the rotated vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateX | wgpu-matrix

    Function rotateX

    • Rotate a 3D vector around the x-axis

      +

      Parameters

      • a: Vec3

        The vec3 point to rotate

        +
      • b: Vec3

        The origin of the rotation

        +
      • rad: number

        The angle of rotation in radians

        +
      • Optional dst: Vec3

        The vector to set. If not passed a new one is created.

        +

      Returns Vec3

      the rotated vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.rotateY.html b/docs/functions/vec3.rotateY.html index 34f5b12..a2ac4f2 100644 --- a/docs/functions/vec3.rotateY.html +++ b/docs/functions/vec3.rotateY.html @@ -1,380 +1,7 @@ -rotateY | wgpu-matrix
    -
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    -
    -
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    Function rotateY

    -
    -
      - -
    • -

      Rotate a 3D vector around the y-axis

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        The vec3 point to rotate

        -
      • -
      • -
        b: Vec3
        -

        The origin of the rotation

        -
      • -
      • -
        rad: number
        -

        The angle of rotation in radians

        -
      • -
      • -
        Optional dst: Vec3
        -

        The vector to set. If not passed a new one is created.

        -
      -

      Returns Vec3

      the rotated vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateY | wgpu-matrix

    Function rotateY

    • Rotate a 3D vector around the y-axis

      +

      Parameters

      • a: Vec3

        The vec3 point to rotate

        +
      • b: Vec3

        The origin of the rotation

        +
      • rad: number

        The angle of rotation in radians

        +
      • Optional dst: Vec3

        The vector to set. If not passed a new one is created.

        +

      Returns Vec3

      the rotated vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.rotateZ.html b/docs/functions/vec3.rotateZ.html index e2b84c4..e1abee9 100644 --- a/docs/functions/vec3.rotateZ.html +++ b/docs/functions/vec3.rotateZ.html @@ -1,380 +1,7 @@ -rotateZ | wgpu-matrix
    -
    - -
    -
    -
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    Function rotateZ

    -
    -
      - -
    • -

      Rotate a 3D vector around the z-axis

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        The vec3 point to rotate

        -
      • -
      • -
        b: Vec3
        -

        The origin of the rotation

        -
      • -
      • -
        rad: number
        -

        The angle of rotation in radians

        -
      • -
      • -
        Optional dst: Vec3
        -

        The vector to set. If not passed a new one is created.

        -
      -

      Returns Vec3

      out

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +rotateZ | wgpu-matrix

    Function rotateZ

    • Rotate a 3D vector around the z-axis

      +

      Parameters

      • a: Vec3

        The vec3 point to rotate

        +
      • b: Vec3

        The origin of the rotation

        +
      • rad: number

        The angle of rotation in radians

        +
      • Optional dst: Vec3

        The vector to set. If not passed a new one is created.

        +

      Returns Vec3

      out

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.round.html b/docs/functions/vec3.round.html index 313346c..1296bf8 100644 --- a/docs/functions/vec3.round.html +++ b/docs/functions/vec3.round.html @@ -1,372 +1,5 @@ -round | wgpu-matrix
    -
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    -
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    - -

    Function round

    -
    -
      - -
    • -

      Applies Math.round to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the round of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +round | wgpu-matrix

    Function round

    • Applies Math.round to each element of vector

      +

      Parameters

      • v: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the round of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.scale.html b/docs/functions/vec3.scale.html index f9e2abd..10f5fdb 100644 --- a/docs/functions/vec3.scale.html +++ b/docs/functions/vec3.scale.html @@ -1,376 +1,6 @@ -scale | wgpu-matrix
    -
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    Function scale

    -
    -
      - -
    • -

      Multiplies a vector by a scalar. (same as mulScalar)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +scale | wgpu-matrix

    Function scale

    • Multiplies a vector by a scalar. (same as mulScalar)

      +

      Parameters

      • v: Vec3

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.set.html b/docs/functions/vec3.set.html index c7a0735..7eb8e36 100644 --- a/docs/functions/vec3.set.html +++ b/docs/functions/vec3.set.html @@ -1,381 +1,8 @@ -set | wgpu-matrix
    -
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    Function set

    -
    -
      - -
    • -

      Sets the values of a Vec3 -Also see create and copy

      -
      -
      -

      Parameters

      -
        -
      • -
        x: number
        -

        first value

        -
      • -
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        y: number
        -

        second value

        -
      • -
      • -
        z: number
        -

        third value

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector with its elements set.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +set | wgpu-matrix

    Function set

    • Sets the values of a Vec3 +Also see vec3.create and vec3.copy

      +

      Parameters

      • x: number

        first value

        +
      • y: number

        second value

        +
      • z: number

        third value

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector with its elements set.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.setDefaultType.html b/docs/functions/vec3.setDefaultType.html index db427aa..d35eab0 100644 --- a/docs/functions/vec3.setDefaultType.html +++ b/docs/functions/vec3.setDefaultType.html @@ -1,53 +1,7 @@ -setDefaultType | wgpu-matrix
    -
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    Function setDefaultType

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec3.setLength.html b/docs/functions/vec3.setLength.html index 4cc8c51..1418048 100644 --- a/docs/functions/vec3.setLength.html +++ b/docs/functions/vec3.setLength.html @@ -1,374 +1,5 @@ -setLength | wgpu-matrix
    -
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    Function setLength

    -
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    • -

      Treat a 3D vector as a direction and set it's length

      -
      -
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      Parameters

      -
        -
      • -
        a: Vec3
        -

        The vec3 to lengthen

        -
      • -
      • -
        len: number
        -

        The length of the resulting vector

        -
      • -
      • -
        Optional dst: Vec3
      -

      Returns Vec3

      The lengthened vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +setLength | wgpu-matrix

    Function setLength

    • Treat a 3D vector as a direction and set it's length

      +

      Parameters

      • a: Vec3

        The vec3 to lengthen

        +
      • len: number

        The length of the resulting vector

        +
      • Optional dst: Vec3

      Returns Vec3

      The lengthened vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.sub.html b/docs/functions/vec3.sub.html index 6c01530..a11d20f 100644 --- a/docs/functions/vec3.sub.html +++ b/docs/functions/vec3.sub.html @@ -1,376 +1,6 @@ -sub | wgpu-matrix
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    Function sub

    -
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      - -
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      Subtracts two vectors.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +sub | wgpu-matrix

    Function sub

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.subtract.html b/docs/functions/vec3.subtract.html index 9aae191..649fc29 100644 --- a/docs/functions/vec3.subtract.html +++ b/docs/functions/vec3.subtract.html @@ -1,376 +1,6 @@ -subtract | wgpu-matrix
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    Function subtract

    -
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      Subtracts two vectors.

      -
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      Parameters

      -
        -
      • -
        a: Vec3
        -

        Operand vector.

        -
      • -
      • -
        b: Vec3
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      A vector that is the difference of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +subtract | wgpu-matrix

    Function subtract

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec3

        Operand vector.

        +
      • b: Vec3

        Operand vector.

        +
      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.transformMat3.html b/docs/functions/vec3.transformMat3.html index 014a96c..9e18b36 100644 --- a/docs/functions/vec3.transformMat3.html +++ b/docs/functions/vec3.transformMat3.html @@ -1,376 +1,6 @@ -transformMat3 | wgpu-matrix
    -
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    Function transformMat3

    -
    -
      - -
    • -

      Transforms vec3 by 3x3 matrix

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        the vector

        -
      • -
      • -
        m: Mat3
        -

        The matrix.

        -
      • -
      • -
        Optional dst: Vec3
        -

        optional vec3 to store result. If not passed a new one is created.

        -
      -

      Returns Vec3

      the transformed vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformMat3 | wgpu-matrix

    Function transformMat3

    • Transforms vec3 by 3x3 matrix

      +

      Parameters

      • v: Vec3

        the vector

        +
      • m: Mat3

        The matrix.

        +
      • Optional dst: Vec3

        optional vec3 to store result. If not passed a new one is created.

        +

      Returns Vec3

      the transformed vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.transformMat4.html b/docs/functions/vec3.transformMat4.html index 2801b98..cf71b6f 100644 --- a/docs/functions/vec3.transformMat4.html +++ b/docs/functions/vec3.transformMat4.html @@ -1,376 +1,6 @@ -transformMat4 | wgpu-matrix
    -
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    Function transformMat4

    -
    -
      - -
    • -

      transform vec3 by 4x4 matrix

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        the vector

        -
      • -
      • -
        m: Mat4
        -

        The matrix.

        -
      • -
      • -
        Optional dst: Vec3
        -

        optional vec3 to store result. If not passed a new one is created.

        -
      -

      Returns Vec3

      the transformed vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformMat4 | wgpu-matrix

    Function transformMat4

    • transform vec3 by 4x4 matrix

      +

      Parameters

      • v: Vec3

        the vector

        +
      • m: Mat4

        The matrix.

        +
      • Optional dst: Vec3

        optional vec3 to store result. If not passed a new one is created.

        +

      Returns Vec3

      the transformed vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.transformMat4Upper3x3.html b/docs/functions/vec3.transformMat4Upper3x3.html index dade8ec..440d220 100644 --- a/docs/functions/vec3.transformMat4Upper3x3.html +++ b/docs/functions/vec3.transformMat4Upper3x3.html @@ -1,376 +1,6 @@ -transformMat4Upper3x3 | wgpu-matrix
    -
    - -
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    -
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    - -

    Function transformMat4Upper3x3

    -
    -
      - -
    • -

      Transform vec4 by upper 3x3 matrix inside 4x4 matrix.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        The direction.

        -
      • -
      • -
        m: Mat4
        -

        The matrix.

        -
      • -
      • -
        Optional dst: Vec3
        -

        optional Vec3 to store result. If not passed a new one is created.

        -
      -

      Returns Vec3

      The transformed vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformMat4Upper3x3 | wgpu-matrix

    Function transformMat4Upper3x3

    • Transform vec4 by upper 3x3 matrix inside 4x4 matrix.

      +

      Parameters

      • v: Vec3

        The direction.

        +
      • m: Mat4

        The matrix.

        +
      • Optional dst: Vec3

        optional Vec3 to store result. If not passed a new one is created.

        +

      Returns Vec3

      The transformed vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.transformQuat.html b/docs/functions/vec3.transformQuat.html index 87645f9..6312421 100644 --- a/docs/functions/vec3.transformQuat.html +++ b/docs/functions/vec3.transformQuat.html @@ -1,376 +1,6 @@ -transformQuat | wgpu-matrix
    -
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    -
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    - -

    Function transformQuat

    -
    -
      - -
    • -

      Transforms vec3 by Quaternion

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec3
        -

        the vector to transform

        -
      • -
      • -
        q: Quat
        -

        the quaternion to transform by

        -
      • -
      • -
        Optional dst: Vec3
        -

        optional vec3 to store result. If not passed a new one is created.

        -
      -

      Returns Vec3

      the transformed

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +transformQuat | wgpu-matrix

    Function transformQuat

    • Transforms vec3 by Quaternion

      +

      Parameters

      • v: Vec3

        the vector to transform

        +
      • q: Quat

        the quaternion to transform by

        +
      • Optional dst: Vec3

        optional vec3 to store result. If not passed a new one is created.

        +

      Returns Vec3

      the transformed

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.truncate.html b/docs/functions/vec3.truncate.html index 14cf8e6..6a743d0 100644 --- a/docs/functions/vec3.truncate.html +++ b/docs/functions/vec3.truncate.html @@ -1,374 +1,5 @@ -truncate | wgpu-matrix
    -
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    Function truncate

    -
    -
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    • -

      Ensure a vector is not longer than a max length

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec3
        -

        The vec3 to limit

        -
      • -
      • -
        maxLen: number
        -

        The longest length of the resulting vector

        -
      • -
      • -
        Optional dst: Vec3
      -

      Returns Vec3

      The vector, shortened to maxLen if it's too long

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +truncate | wgpu-matrix

    Function truncate

    • Ensure a vector is not longer than a max length

      +

      Parameters

      • a: Vec3

        The vec3 to limit

        +
      • maxLen: number

        The longest length of the resulting vector

        +
      • Optional dst: Vec3

      Returns Vec3

      The vector, shortened to maxLen if it's too long

      +
    \ No newline at end of file diff --git a/docs/functions/vec3.zero.html b/docs/functions/vec3.zero.html index 51a697b..ed5f42b 100644 --- a/docs/functions/vec3.zero.html +++ b/docs/functions/vec3.zero.html @@ -1,368 +1,4 @@ -zero | wgpu-matrix
    -
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    Function zero

    -
    -
      - -
    • -

      Zero's a vector

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional dst: Vec3
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec3

      The zeroed vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +zero | wgpu-matrix

    Function zero

    • Zero's a vector

      +

      Parameters

      • Optional dst: Vec3

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec3

      The zeroed vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.add.html b/docs/functions/vec4.add.html index 5824d31..8ce5009 100644 --- a/docs/functions/vec4.add.html +++ b/docs/functions/vec4.add.html @@ -1,376 +1,6 @@ -add | wgpu-matrix
    -
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    Function add

    -
    -
      - -
    • -

      Adds two vectors; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Operand vector.

        -
      • -
      • -
        b: Vec4
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A vector that is the sum of a and b.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +add | wgpu-matrix

    Function add

    • Adds two vectors; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the sum of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.addScaled.html b/docs/functions/vec4.addScaled.html index ae2b2fd..4df534d 100644 --- a/docs/functions/vec4.addScaled.html +++ b/docs/functions/vec4.addScaled.html @@ -1,380 +1,7 @@ -addScaled | wgpu-matrix
    -
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    Function addScaled

    -
    -
      - -
    • -

      Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Operand vector.

        -
      • -
      • -
        b: Vec4
        -

        Operand vector.

        -
      • -
      • -
        scale: number
        -

        Amount to scale b

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A vector that is the sum of a + b * scale.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +addScaled | wgpu-matrix

    Function addScaled

    • Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +
      • scale: number

        Amount to scale b

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the sum of a + b * scale.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.ceil.html b/docs/functions/vec4.ceil.html index 10cf180..27781db 100644 --- a/docs/functions/vec4.ceil.html +++ b/docs/functions/vec4.ceil.html @@ -1,372 +1,5 @@ -ceil | wgpu-matrix
    -
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    Function ceil

    -
    -
      - -
    • -

      Applies Math.ceil to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A vector that is the ceil of each element of v.

      -
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    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +ceil | wgpu-matrix

    Function ceil

    • Applies Math.ceil to each element of vector

      +

      Parameters

      • v: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the ceil of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.clamp.html b/docs/functions/vec4.clamp.html index f557c71..766bd60 100644 --- a/docs/functions/vec4.clamp.html +++ b/docs/functions/vec4.clamp.html @@ -1,380 +1,7 @@ -clamp | wgpu-matrix
    -
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    Function clamp

    -
    -
      - -
    • -

      Clamp each element of vector between min and max

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        Operand vector.

        -
      • -
      • -
        min: number = 0
        -

        Max value, default 1

        -
      • -
      • -
        max: number = 1
        -

        Min value, default 0

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A vector that the clamped value of each element of v.

      -
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    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clamp | wgpu-matrix

    Function clamp

    • Clamp each element of vector between min and max

      +

      Parameters

      • v: Vec4

        Operand vector.

        +
      • min: number = 0

        Max value, default 1

        +
      • max: number = 1

        Min value, default 0

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that the clamped value of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.clone.html b/docs/functions/vec4.clone.html index 55827ff..ee1fd76 100644 --- a/docs/functions/vec4.clone.html +++ b/docs/functions/vec4.clone.html @@ -1,373 +1,6 @@ -clone | wgpu-matrix
    -
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    Function clone

    -
    -
      - -
    • -

      Clones a vector. (same as copy) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +clone | wgpu-matrix

    Function clone

    • Clones a vector. (same as vec4.copy) +Also see vec4.create and vec4.set

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.copy.html b/docs/functions/vec4.copy.html index 4f0a052..fdaaf08 100644 --- a/docs/functions/vec4.copy.html +++ b/docs/functions/vec4.copy.html @@ -1,373 +1,6 @@ -copy | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function copy

    -
    -
      - -
    • -

      Copies a vector. (same as clone) -Also see create and set

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A copy of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +copy | wgpu-matrix

    Function copy

    • Copies a vector. (same as vec4.clone) +Also see vec4.create and vec4.set

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A copy of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.create.html b/docs/functions/vec4.create.html index 25e5d39..a4698b8 100644 --- a/docs/functions/vec4.create.html +++ b/docs/functions/vec4.create.html @@ -1,380 +1,7 @@ -create | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function create

    -
    -
      - -
    • -

      Creates a vec4; may be called with x, y, z to set initial values.

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      • -
      • -
        Optional w: number
        -

        Initial w value.

        -
      -

      Returns Vec4

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +create | wgpu-matrix

    Function create

    • Creates a vec4; may be called with x, y, z to set initial values.

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +
      • Optional w: number

        Initial w value.

        +

      Returns Vec4

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.dist.html b/docs/functions/vec4.dist.html index 06cbb91..0fdbaaa 100644 --- a/docs/functions/vec4.dist.html +++ b/docs/functions/vec4.dist.html @@ -1,372 +1,5 @@ -dist | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function dist

    -
    -
      - -
    • -

      Computes the distance between 2 points (same as distance)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        vector.

        -
      • -
      • -
        b: Vec4
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +dist | wgpu-matrix

    Function dist

    • Computes the distance between 2 points (same as distance)

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.distSq.html b/docs/functions/vec4.distSq.html index d5d4af3..91c687e 100644 --- a/docs/functions/vec4.distSq.html +++ b/docs/functions/vec4.distSq.html @@ -1,372 +1,5 @@ -distSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points (same as distanceSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        vector.

        -
      • -
      • -
        b: Vec4
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distSq | wgpu-matrix

    Function distSq

    • Computes the square of the distance between 2 points (same as distanceSq)

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.distance.html b/docs/functions/vec4.distance.html index f15c7bb..152f9d5 100644 --- a/docs/functions/vec4.distance.html +++ b/docs/functions/vec4.distance.html @@ -1,372 +1,5 @@ -distance | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distance

    -
    -
      - -
    • -

      Computes the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        vector.

        -
      • -
      • -
        b: Vec4
        -

        vector.

        -
      -

      Returns number

      distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distance | wgpu-matrix

    Function distance

    • Computes the distance between 2 points

      +

      Parameters

      Returns number

      distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.distanceSq.html b/docs/functions/vec4.distanceSq.html index e4c74c2..d974d33 100644 --- a/docs/functions/vec4.distanceSq.html +++ b/docs/functions/vec4.distanceSq.html @@ -1,372 +1,5 @@ -distanceSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function distanceSq

    -
    -
      - -
    • -

      Computes the square of the distance between 2 points

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        vector.

        -
      • -
      • -
        b: Vec4
        -

        vector.

        -
      -

      Returns number

      square of the distance between a and b

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +distanceSq | wgpu-matrix

    Function distanceSq

    • Computes the square of the distance between 2 points

      +

      Parameters

      Returns number

      square of the distance between a and b

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.div.html b/docs/functions/vec4.div.html index 6d0af38..5d2a025 100644 --- a/docs/functions/vec4.div.html +++ b/docs/functions/vec4.div.html @@ -1,377 +1,7 @@ -div | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function div

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec4.divScalar.html b/docs/functions/vec4.divScalar.html index 685b7d2..3bb4e0f 100644 --- a/docs/functions/vec4.divScalar.html +++ b/docs/functions/vec4.divScalar.html @@ -1,376 +1,6 @@ -divScalar | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function divScalar

    -
    -
      - -
    • -

      Divides a vector by a scalar.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        The vector.

        -
      • -
      • -
        k: number
        -

        The scalar.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      The scaled vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +divScalar | wgpu-matrix

    Function divScalar

    • Divides a vector by a scalar.

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.divide.html b/docs/functions/vec4.divide.html index dddd8e3..e4c2c3b 100644 --- a/docs/functions/vec4.divide.html +++ b/docs/functions/vec4.divide.html @@ -1,377 +1,7 @@ -divide | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function divide

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec4.dot.html b/docs/functions/vec4.dot.html index 9e0076f..ff1f82e 100644 --- a/docs/functions/vec4.dot.html +++ b/docs/functions/vec4.dot.html @@ -1,372 +1,5 @@ -dot | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function dot

    -
    -
      - -
    • -

      Computes the dot product of two vectors

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Operand vector.

        -
      • -
      • -
        b: Vec4
        -

        Operand vector.

        -
      -

      Returns number

      dot product

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +dot | wgpu-matrix

    Function dot

    • Computes the dot product of two vectors

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +

      Returns number

      dot product

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.equals.html b/docs/functions/vec4.equals.html index 6798ebb..25e4031 100644 --- a/docs/functions/vec4.equals.html +++ b/docs/functions/vec4.equals.html @@ -1,372 +1,5 @@ -equals | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function equals

    -
    -
      - -
    • -

      Check if 2 vectors are exactly equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Operand vector.

        -
      • -
      • -
        b: Vec4
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are exactly equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equals | wgpu-matrix

    Function equals

    • Check if 2 vectors are exactly equal

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +

      Returns boolean

      true if vectors are exactly equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.equalsApproximately.html b/docs/functions/vec4.equalsApproximately.html index 444da30..c62ea1a 100644 --- a/docs/functions/vec4.equalsApproximately.html +++ b/docs/functions/vec4.equalsApproximately.html @@ -1,372 +1,5 @@ -equalsApproximately | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function equalsApproximately

    -
    -
      - -
    • -

      Check if 2 vectors are approximately equal

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Operand vector.

        -
      • -
      • -
        b: Vec4
        -

        Operand vector.

        -
      -

      Returns boolean

      true if vectors are approximately equal

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +equalsApproximately | wgpu-matrix

    Function equalsApproximately

    • Check if 2 vectors are approximately equal

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +

      Returns boolean

      true if vectors are approximately equal

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.floor.html b/docs/functions/vec4.floor.html index 00c2b06..f2045a3 100644 --- a/docs/functions/vec4.floor.html +++ b/docs/functions/vec4.floor.html @@ -1,372 +1,5 @@ -floor | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function floor

    -
    -
      - -
    • -

      Applies Math.floor to each element of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        Operand vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      A vector that is the floor of each element of v.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +floor | wgpu-matrix

    Function floor

    • Applies Math.floor to each element of vector

      +

      Parameters

      • v: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the floor of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.fromValues.html b/docs/functions/vec4.fromValues.html index 9e67df5..f4baee8 100644 --- a/docs/functions/vec4.fromValues.html +++ b/docs/functions/vec4.fromValues.html @@ -1,378 +1,6 @@ -fromValues | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function fromValues

    -
    -
      - -
    • -

      Creates a vec4; may be called with x, y, z to set initial values. (same as create)

      -
      -
      -

      Parameters

      -
        -
      • -
        Optional x: number
        -

        Initial x value.

        -
      • -
      • -
        Optional y: number
        -

        Initial y value.

        -
      • -
      • -
        Optional z: number
        -

        Initial z value.

        -
      • -
      • -
        Optional w: number
      -

      Returns Vec4

      the created vector

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +fromValues | wgpu-matrix

    Function fromValues

    • Creates a vec4; may be called with x, y, z to set initial values. (same as create)

      +

      Parameters

      • Optional x: number

        Initial x value.

        +
      • Optional y: number

        Initial y value.

        +
      • Optional z: number

        Initial z value.

        +
      • Optional w: number

      Returns Vec4

      the created vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.inverse.html b/docs/functions/vec4.inverse.html index b02c117..da61f08 100644 --- a/docs/functions/vec4.inverse.html +++ b/docs/functions/vec4.inverse.html @@ -1,372 +1,5 @@ -inverse | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function inverse

    -
    -
      - -
    • -

      Inverse a vector.

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +inverse | wgpu-matrix

    Function inverse

    • Inverse a vector.

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.invert.html b/docs/functions/vec4.invert.html index 43fd661..d306a2d 100644 --- a/docs/functions/vec4.invert.html +++ b/docs/functions/vec4.invert.html @@ -1,372 +1,5 @@ -invert | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function invert

    -
    -
      - -
    • -

      Invert a vector. (same as inverse)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        The vector.

        -
      • -
      • -
        Optional dst: Vec4
        -

        vector to hold result. If not passed in a new one is created.

        -
      -

      Returns Vec4

      The inverted vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +invert | wgpu-matrix

    Function invert

    • Invert a vector. (same as inverse)

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The inverted vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.len.html b/docs/functions/vec4.len.html index 2b8be04..321350f 100644 --- a/docs/functions/vec4.len.html +++ b/docs/functions/vec4.len.html @@ -1,368 +1,4 @@ -len | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function len

    -
    -
      - -
    • -

      Computes the length of vector (same as length)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +len | wgpu-matrix

    Function len

    • Computes the length of vector (same as length)

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.lenSq.html b/docs/functions/vec4.lenSq.html index b369986..ed4b4c2 100644 --- a/docs/functions/vec4.lenSq.html +++ b/docs/functions/vec4.lenSq.html @@ -1,368 +1,4 @@ -lenSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lenSq

    -
    -
      - -
    • -

      Computes the square of the length of vector (same as lengthSq)

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lenSq | wgpu-matrix

    Function lenSq

    • Computes the square of the length of vector (same as lengthSq)

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.length.html b/docs/functions/vec4.length.html index 251e2d2..0e682d4 100644 --- a/docs/functions/vec4.length.html +++ b/docs/functions/vec4.length.html @@ -1,368 +1,4 @@ -length | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function length

    -
    -
      - -
    • -

      Computes the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        vector.

        -
      -

      Returns number

      length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +length | wgpu-matrix

    Function length

    • Computes the length of vector

      +

      Parameters

      Returns number

      length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.lengthSq.html b/docs/functions/vec4.lengthSq.html index bfa0e1f..33830a3 100644 --- a/docs/functions/vec4.lengthSq.html +++ b/docs/functions/vec4.lengthSq.html @@ -1,368 +1,4 @@ -lengthSq | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lengthSq

    -
    -
      - -
    • -

      Computes the square of the length of vector

      -
      -
      -

      Parameters

      -
        -
      • -
        v: Vec4
        -

        vector.

        -
      -

      Returns number

      square of the length of vector.

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +lengthSq | wgpu-matrix

    Function lengthSq

    • Computes the square of the length of vector

      +

      Parameters

      Returns number

      square of the length of vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.lerp.html b/docs/functions/vec4.lerp.html index 4b1bec5..d4a4599 100644 --- a/docs/functions/vec4.lerp.html +++ b/docs/functions/vec4.lerp.html @@ -1,382 +1,9 @@ -lerp | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lerp

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec4.lerpV.html b/docs/functions/vec4.lerpV.html index 42d9b30..1ac96a4 100644 --- a/docs/functions/vec4.lerpV.html +++ b/docs/functions/vec4.lerpV.html @@ -1,382 +1,9 @@ -lerpV | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function lerpV

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec4.max.html b/docs/functions/vec4.max.html index 16da596..8014cb8 100644 --- a/docs/functions/vec4.max.html +++ b/docs/functions/vec4.max.html @@ -1,378 +1,8 @@ -max | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function max

    -
    -
    \ No newline at end of file diff --git a/docs/functions/vec4.midpoint.html b/docs/functions/vec4.midpoint.html index e46fa87..8753344 100644 --- a/docs/functions/vec4.midpoint.html +++ b/docs/functions/vec4.midpoint.html @@ -1,374 +1,5 @@ -midpoint | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Function midpoint

    -
    -
      - -
    • -

      Return the vector exactly between 2 endpoint vectors

      -
      -
      -

      Parameters

      -
        -
      • -
        a: Vec4
        -

        Endpoint 1

        -
      • -
      • -
        b: Vec4
        -

        Endpoint 2

        -
      • -
      • -
        Optional dst: Vec4
      -

      Returns Vec4

      The vector exactly residing between endpoints 1 and 2

      -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +midpoint | wgpu-matrix

    Function midpoint

    • Return the vector exactly between 2 endpoint vectors

      +

      Parameters

      Returns Vec4

      The vector exactly residing between endpoints 1 and 2

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.min.html b/docs/functions/vec4.min.html index 281f6d4..42e22d1 100644 --- a/docs/functions/vec4.min.html +++ b/docs/functions/vec4.min.html @@ -1,378 +1,8 @@ -min | wgpu-matrix
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    Function min

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    Function mul

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    \ No newline at end of file diff --git a/docs/functions/vec4.mulScalar.html b/docs/functions/vec4.mulScalar.html index d93a896..c75c994 100644 --- a/docs/functions/vec4.mulScalar.html +++ b/docs/functions/vec4.mulScalar.html @@ -1,376 +1,6 @@ -mulScalar | wgpu-matrix
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    Function mulScalar

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      Multiplies a vector by a scalar.

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        The vector.

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        The scalar.

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        vector to hold result. If not passed in a new one is created.

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      The scaled vector.

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    Function mulScalar

    • Multiplies a vector by a scalar.

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.multiply.html b/docs/functions/vec4.multiply.html index e594f40..dd48e86 100644 --- a/docs/functions/vec4.multiply.html +++ b/docs/functions/vec4.multiply.html @@ -1,377 +1,7 @@ -multiply | wgpu-matrix
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    Function multiply

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    \ No newline at end of file diff --git a/docs/functions/vec4.negate.html b/docs/functions/vec4.negate.html index 2e2bce8..3b7c1ed 100644 --- a/docs/functions/vec4.negate.html +++ b/docs/functions/vec4.negate.html @@ -1,372 +1,5 @@ -negate | wgpu-matrix
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    Function negate

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      Negates a vector.

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        vector to hold result. If not passed in a new one is created.

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      -v.

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    Function negate

    • Negates a vector.

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      -v.

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    \ No newline at end of file diff --git a/docs/functions/vec4.normalize.html b/docs/functions/vec4.normalize.html index 0c5b03b..00fa5bb 100644 --- a/docs/functions/vec4.normalize.html +++ b/docs/functions/vec4.normalize.html @@ -1,372 +1,5 @@ -normalize | wgpu-matrix
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    Function normalize

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      Divides a vector by its Euclidean length and returns the quotient.

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        The vector.

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      The normalized vector.

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    Function normalize

    • Divides a vector by its Euclidean length and returns the quotient.

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      The normalized vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.round.html b/docs/functions/vec4.round.html index 2f6747e..12d936e 100644 --- a/docs/functions/vec4.round.html +++ b/docs/functions/vec4.round.html @@ -1,372 +1,5 @@ -round | wgpu-matrix
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    Function round

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      Applies Math.round to each element of vector

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        Operand vector.

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      A vector that is the round of each element of v.

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    Function round

    • Applies Math.round to each element of vector

      +

      Parameters

      • v: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the round of each element of v.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.scale.html b/docs/functions/vec4.scale.html index 0fc7dff..8b135e1 100644 --- a/docs/functions/vec4.scale.html +++ b/docs/functions/vec4.scale.html @@ -1,376 +1,6 @@ -scale | wgpu-matrix
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    Function scale

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      Multiplies a vector by a scalar. (same as mulScalar)

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        The vector.

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        The scalar.

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      The scaled vector.

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    Function scale

    • Multiplies a vector by a scalar. (same as mulScalar)

      +

      Parameters

      • v: Vec4

        The vector.

        +
      • k: number

        The scalar.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The scaled vector.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.set.html b/docs/functions/vec4.set.html index 207246f..483df4a 100644 --- a/docs/functions/vec4.set.html +++ b/docs/functions/vec4.set.html @@ -1,385 +1,9 @@ -set | wgpu-matrix
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    Function set

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      Sets the values of a Vec4 -Also see create and copy

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        first value

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        second value

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        third value

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        fourth value

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      A vector with its elements set.

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    \ No newline at end of file +set | wgpu-matrix

    Function set

    • Sets the values of a Vec4 +Also see vec4.create and vec4.copy

      +

      Parameters

      • x: number

        first value

        +
      • y: number

        second value

        +
      • z: number

        third value

        +
      • w: number

        fourth value

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector with its elements set.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.setDefaultType.html b/docs/functions/vec4.setDefaultType.html index 36e451f..a575e7a 100644 --- a/docs/functions/vec4.setDefaultType.html +++ b/docs/functions/vec4.setDefaultType.html @@ -1,53 +1,7 @@ -setDefaultType | wgpu-matrix
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    Function setDefaultType

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    \ No newline at end of file diff --git a/docs/functions/vec4.setLength.html b/docs/functions/vec4.setLength.html index 37c81fb..8de0c0f 100644 --- a/docs/functions/vec4.setLength.html +++ b/docs/functions/vec4.setLength.html @@ -1,374 +1,5 @@ -setLength | wgpu-matrix
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    Function setLength

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      Treat a 4D vector as a direction and set it's length

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        The vec4 to lengthen

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        len: number
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        The length of the resulting vector

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      Returns Vec4

      The lengthened vector

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    Function setLength

    • Treat a 4D vector as a direction and set it's length

      +

      Parameters

      • a: Vec4

        The vec4 to lengthen

        +
      • len: number

        The length of the resulting vector

        +
      • Optional dst: Vec4

      Returns Vec4

      The lengthened vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.sub.html b/docs/functions/vec4.sub.html index 0e753b0..4a6e763 100644 --- a/docs/functions/vec4.sub.html +++ b/docs/functions/vec4.sub.html @@ -1,376 +1,6 @@ -sub | wgpu-matrix
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    Function sub

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      Subtracts two vectors.

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        Operand vector.

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        Operand vector.

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      A vector that is the difference of a and b.

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    \ No newline at end of file +sub | wgpu-matrix

    Function sub

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.subtract.html b/docs/functions/vec4.subtract.html index 1a4baed..ac4b5bf 100644 --- a/docs/functions/vec4.subtract.html +++ b/docs/functions/vec4.subtract.html @@ -1,376 +1,6 @@ -subtract | wgpu-matrix
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    Function subtract

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      Subtracts two vectors.

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        Operand vector.

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        Operand vector.

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        vector to hold result. If not passed in a new one is created.

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      Returns Vec4

      A vector that is the difference of a and b.

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    \ No newline at end of file +subtract | wgpu-matrix

    Function subtract

    • Subtracts two vectors.

      +

      Parameters

      • a: Vec4

        Operand vector.

        +
      • b: Vec4

        Operand vector.

        +
      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      A vector that is the difference of a and b.

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.transformMat4.html b/docs/functions/vec4.transformMat4.html index f1cb1a7..036fbb2 100644 --- a/docs/functions/vec4.transformMat4.html +++ b/docs/functions/vec4.transformMat4.html @@ -1,376 +1,6 @@ -transformMat4 | wgpu-matrix
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    Function transformMat4

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      transform vec4 by 4x4 matrix

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        the vector

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        m: Mat4
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        The matrix.

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        Optional dst: Vec4
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        optional vec4 to store result. If not passed a new one is created.

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      Returns Vec4

      the transformed vector

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    \ No newline at end of file +transformMat4 | wgpu-matrix

    Function transformMat4

    • transform vec4 by 4x4 matrix

      +

      Parameters

      • v: Vec4

        the vector

        +
      • m: Mat4

        The matrix.

        +
      • Optional dst: Vec4

        optional vec4 to store result. If not passed a new one is created.

        +

      Returns Vec4

      the transformed vector

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.truncate.html b/docs/functions/vec4.truncate.html index 902ab88..fc80b8a 100644 --- a/docs/functions/vec4.truncate.html +++ b/docs/functions/vec4.truncate.html @@ -1,374 +1,5 @@ -truncate | wgpu-matrix
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    Function truncate

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      Ensure a vector is not longer than a max length

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        The vec4 to limit

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        maxLen: number
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        The longest length of the resulting vector

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      Returns Vec4

      The vector, shortened to maxLen if it's too long

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    \ No newline at end of file +truncate | wgpu-matrix

    Function truncate

    • Ensure a vector is not longer than a max length

      +

      Parameters

      • a: Vec4

        The vec4 to limit

        +
      • maxLen: number

        The longest length of the resulting vector

        +
      • Optional dst: Vec4

      Returns Vec4

      The vector, shortened to maxLen if it's too long

      +
    \ No newline at end of file diff --git a/docs/functions/vec4.zero.html b/docs/functions/vec4.zero.html index 739b00a..e896511 100644 --- a/docs/functions/vec4.zero.html +++ b/docs/functions/vec4.zero.html @@ -1,368 +1,4 @@ -zero | wgpu-matrix
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    Function zero

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      Zero's a vector

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      Returns Vec4

      The zeroed vector.

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    \ No newline at end of file +zero | wgpu-matrix

    Function zero

    • Zero's a vector

      +

      Parameters

      • Optional dst: Vec4

        vector to hold result. If not passed in a new one is created.

        +

      Returns Vec4

      The zeroed vector.

      +
    \ No newline at end of file diff --git a/docs/index.html b/docs/index.html index 5108b69..ae74ddd 100644 --- a/docs/index.html +++ b/docs/index.html @@ -1,18 +1,4 @@ -wgpu-matrix
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    wgpu-matrix

    -

    wgpu-matrix

    NPM Package

    +wgpu-matrix

    wgpu-matrix

    wgpu-matrix

    NPM Package

    Fast 3d math library for webgpu

    • Docs
    • @@ -126,361 +112,4 @@

      wgpu-matrix

    http://localhost:8080/test/?src=true&grep=mat3.*?translate runs only tests with mat3 followed by translate in the name of test.

    License

    MIT

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    \ No newline at end of file diff --git a/docs/modules.html b/docs/modules.html index 2b53160..03f7154 100644 --- a/docs/modules.html +++ b/docs/modules.html @@ -1,375 +1,15 @@ -wgpu-matrix
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    wgpu-matrix

    Index

    Namespaces

    Type Aliases

    Functions

    \ No newline at end of file diff --git a/docs/modules/mat3.html b/docs/modules/mat3.html index b65b95d..06be7a2 100644 --- a/docs/modules/mat3.html +++ b/docs/modules/mat3.html @@ -1,407 +1,33 @@ -mat3 | wgpu-matrix
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    Namespace mat3

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    Namespace quat

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    \ No newline at end of file diff --git a/docs/modules/vec4.html b/docs/modules/vec4.html index ba3a9ec..e906032 100644 --- a/docs/modules/vec4.html +++ b/docs/modules/vec4.html @@ -1,418 +1,47 @@ -vec4 | wgpu-matrix
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    Namespace vec4

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    \ No newline at end of file diff --git a/docs/types/Mat3-1.html b/docs/types/Mat3-1.html index 7ebed87..11c4c2d 100644 --- a/docs/types/Mat3-1.html +++ b/docs/types/Mat3-1.html @@ -1,357 +1,4 @@ -Mat3 | wgpu-matrix
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    Type alias Mat3

    -
    Mat3: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 12 values, a Float32Array with 12 values, or a Float64Array with 12 values. +Mat3 | wgpu-matrix

    Type alias Mat3

    Mat3: number[] | Float32Array | Float64Array

    A JavaScript array with 12 values, a Float32Array with 12 values, or a Float64Array with 12 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

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    \ No newline at end of file +but can be set by calling mat3.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/Mat4-1.html b/docs/types/Mat4-1.html index d5f1216..1da7ffe 100644 --- a/docs/types/Mat4-1.html +++ b/docs/types/Mat4-1.html @@ -1,357 +1,4 @@ -Mat4 | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Mat4

    -
    Mat4: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 16 values, a Float32Array with 16 values, or a Float64Array with 16 values. +Mat4 | wgpu-matrix

    Type alias Mat4

    Mat4: number[] | Float32Array | Float64Array

    A JavaScript array with 16 values, a Float32Array with 16 values, or a Float64Array with 16 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

    -
    -
    - -
    -
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    Generated using TypeDoc

    -
    \ No newline at end of file +but can be set by calling mat4.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/Quat-1.html b/docs/types/Quat-1.html index 4e0468e..301577c 100644 --- a/docs/types/Quat-1.html +++ b/docs/types/Quat-1.html @@ -1,357 +1,4 @@ -Quat | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Quat

    -
    Quat: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values. +Quat | wgpu-matrix

    Type alias Quat

    Quat: number[] | Float32Array | Float64Array

    A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

    -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +but can be set by calling quat.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/Vec2-1.html b/docs/types/Vec2-1.html index 9c50e06..d2bc660 100644 --- a/docs/types/Vec2-1.html +++ b/docs/types/Vec2-1.html @@ -1,357 +1,4 @@ -Vec2 | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Vec2

    -
    Vec2: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 2 values, Float32Array with 2 values, or a Float64Array with 2 values. +Vec2 | wgpu-matrix

    Type alias Vec2

    Vec2: number[] | Float32Array | Float64Array

    A JavaScript array with 2 values, Float32Array with 2 values, or a Float64Array with 2 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

    -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +but can be set by calling vec2.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/Vec3-1.html b/docs/types/Vec3-1.html index 18f6070..1d74b5d 100644 --- a/docs/types/Vec3-1.html +++ b/docs/types/Vec3-1.html @@ -1,357 +1,4 @@ -Vec3 | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Vec3

    -
    Vec3: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values. +Vec3 | wgpu-matrix

    Type alias Vec3

    Vec3: number[] | Float32Array | Float64Array

    A JavaScript array with 3 values, Float32Array with 3 values, or a Float64Array with 3 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

    -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +but can be set by calling vec3.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/Vec4-1.html b/docs/types/Vec4-1.html index a3830fb..4b9908d 100644 --- a/docs/types/Vec4-1.html +++ b/docs/types/Vec4-1.html @@ -1,357 +1,4 @@ -Vec4 | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Vec4

    -
    Vec4: number[] | Float32Array | Float64Array
    -

    A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values. +Vec4 | wgpu-matrix

    Type alias Vec4

    Vec4: number[] | Float32Array | Float64Array

    A JavaScript array with 4 values, Float32Array with 4 values, or a Float64Array with 4 values. When created by the library will create the default type which is Float32Array -but can be set by calling setDefaultType.

    -
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +but can be set by calling vec4.setDefaultType.

    +
    \ No newline at end of file diff --git a/docs/types/mat3.Mat3LikeCtor.html b/docs/types/mat3.Mat3LikeCtor.html index ae5ee29..a68643f 100644 --- a/docs/types/mat3.Mat3LikeCtor.html +++ b/docs/types/mat3.Mat3LikeCtor.html @@ -1,367 +1 @@ -Mat3LikeCtor | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Mat3LikeCtor

    -
    Mat3LikeCtor: (new (n) => Mat3)
    -
    -

    Type declaration

    -
      -
    • -
        -
      • new (n): Mat3
      • -
      • -
        -

        Parameters

        -
          -
        • -
          n: number
        -

        Returns Mat3

    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +Mat3LikeCtor | wgpu-matrix

    Type alias Mat3LikeCtor

    Mat3LikeCtor: (new (n) => Mat3)

    Type declaration

      • new (n): Mat3
      • Parameters

        • n: number

        Returns Mat3

    \ No newline at end of file diff --git a/docs/types/mat4.Mat4LikeCtor.html b/docs/types/mat4.Mat4LikeCtor.html index c6b2648..9c356b9 100644 --- a/docs/types/mat4.Mat4LikeCtor.html +++ b/docs/types/mat4.Mat4LikeCtor.html @@ -1,367 +1 @@ -Mat4LikeCtor | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias Mat4LikeCtor

    -
    Mat4LikeCtor: (new (n) => Mat4)
    -
    -

    Type declaration

    -
      -
    • -
        -
      • new (n): Mat4
      • -
      • -
        -

        Parameters

        -
          -
        • -
          n: number
        -

        Returns Mat4

    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +Mat4LikeCtor | wgpu-matrix

    Type alias Mat4LikeCtor

    Mat4LikeCtor: (new (n) => Mat4)

    Type declaration

      • new (n): Mat4
      • Parameters

        • n: number

        Returns Mat4

    \ No newline at end of file diff --git a/docs/types/quat.RotationOrder.html b/docs/types/quat.RotationOrder.html index 1db8498..78b6711 100644 --- a/docs/types/quat.RotationOrder.html +++ b/docs/types/quat.RotationOrder.html @@ -1,354 +1 @@ -RotationOrder | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Type alias RotationOrder

    -
    RotationOrder: "xyz" | "xzy" | "yxz" | "yzx" | "zxy" | "zyx"
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +RotationOrder | wgpu-matrix

    Type alias RotationOrder

    RotationOrder: "xyz" | "xzy" | "yxz" | "yzx" | "zxy" | "zyx"
    \ No newline at end of file diff --git a/docs/variables/utils.EPSILON.html b/docs/variables/utils.EPSILON.html index 005692a..6a18101 100644 --- a/docs/variables/utils.EPSILON.html +++ b/docs/variables/utils.EPSILON.html @@ -1,354 +1 @@ -EPSILON | wgpu-matrix
    -
    - -
    -
    -
    -
    - -

    Variable EPSILON

    -
    EPSILON: number = 0.000001
    -
    - -
    -
    -

    Generated using TypeDoc

    -
    \ No newline at end of file +EPSILON | wgpu-matrix

    Variable EPSILON

    EPSILON: number = 0.000001
    \ No newline at end of file diff --git a/package-lock.json b/package-lock.json index 722f9e8..5d6f557 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,16 +1,16 @@ { "name": "wgpu-matrix", - "version": "2.8.1", + "version": "2.8.2", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "wgpu-matrix", - "version": "2.8.1", + "version": "2.8.2", "license": "MIT", "devDependencies": { - "@rollup/plugin-typescript": "^11.1.1", - "@tsconfig/recommended": "^1.0.2", + "@rollup/plugin-typescript": "^11.1.6", + "@tsconfig/recommended": "^1.0.6", "@typescript-eslint/eslint-plugin": "^5.59.6", "@typescript-eslint/parser": "^5.59.6", "eslint": "^8.40.0", @@ -18,14 +18,14 @@ "eslint-plugin-one-variable-per-var": "^0.0.3", "eslint-plugin-optional-comma-spacing": "^0.0.4", "eslint-plugin-require-trailing-comma": "^0.0.1", - "express": "^4.18.2", + "express": "^4.19.2", "google-closure-compiler": "^20230228.0.0", - "mocha": "^10.2.0", - "rollup": "^3.21.7", + "mocha": 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"https://registry.npmjs.org/setprototypeof/-/setprototypeof-1.2.0.tgz", @@ -5436,9 +5942,9 @@ "dev": true }, "shiki": { - "version": "0.14.2", - "resolved": "https://registry.npmjs.org/shiki/-/shiki-0.14.2.tgz", - "integrity": "sha512-ltSZlSLOuSY0M0Y75KA+ieRaZ0Trf5Wl3gutE7jzLuIcWxLp5i/uEnLoQWNvgKXQ5OMpGkJnVMRLAuzjc0LJ2A==", + "version": "0.14.7", + "resolved": "https://registry.npmjs.org/shiki/-/shiki-0.14.7.tgz", + "integrity": "sha512-dNPAPrxSc87ua2sKJ3H5dQ/6ZaY8RNnaAqK+t0eG7p0Soi2ydiqbGOTaZCqaYvA/uZYfS1LJnemt3Q+mSfcPCg==", "dev": true, "requires": { "ansi-sequence-parser": "^1.1.0", @@ -5457,14 +5963,15 @@ } }, "side-channel": { - "version": "1.0.4", - "resolved": "https://registry.npmjs.org/side-channel/-/side-channel-1.0.4.tgz", - "integrity": "sha512-q5XPytqFEIKHkGdiMIrY10mvLRvnQh42/+GoBlFW3b2LXLE2xxJpZFdm94we0BaoV3RwJyGqg5wS7epxTv0Zvw==", + "version": "1.0.6", + "resolved": "https://registry.npmjs.org/side-channel/-/side-channel-1.0.6.tgz", + "integrity": "sha512-fDW/EZ6Q9RiO8eFG8Hj+7u/oW+XrPTIChwCOM2+th2A6OblDtYYIpve9m+KvI9Z4C9qSEXlaGR6bTEYHReuglA==", "dev": true, "requires": { - "call-bind": "^1.0.0", - "get-intrinsic": "^1.0.2", - "object-inspect": "^1.9.0" + "call-bind": "^1.0.7", + "es-errors": "^1.3.0", + "get-intrinsic": "^1.2.4", + "object-inspect": "^1.13.1" } }, "slash": { @@ -5565,9 +6072,9 @@ "dev": true }, "tslib": { - "version": "2.5.0", - "resolved": "https://registry.npmjs.org/tslib/-/tslib-2.5.0.tgz", - "integrity": "sha512-336iVw3rtn2BUK7ORdIAHTyxHGRIHVReokCR3XjbckJMK7ms8FysBfhLR8IXnAgy7T0PTPNBWKiH514FOW/WSg==", + "version": "2.6.2", + "resolved": "https://registry.npmjs.org/tslib/-/tslib-2.6.2.tgz", + "integrity": "sha512-AEYxH93jGFPn/a2iVAwW87VuUIkR1FVUKB77NwMF7nBTDkDrrT/Hpt/IrCJ0QXhW27jTBDcf5ZY7w6RiqTMw2Q==", "dev": true }, "tsutils": { @@ -5613,15 +6120,15 @@ } }, "typedoc": { - "version": "0.24.7", - "resolved": "https://registry.npmjs.org/typedoc/-/typedoc-0.24.7.tgz", - "integrity": "sha512-zzfKDFIZADA+XRIp2rMzLe9xZ6pt12yQOhCr7cD7/PBTjhPmMyMvGrkZ2lPNJitg3Hj1SeiYFNzCsSDrlpxpKw==", + "version": "0.25.13", + "resolved": "https://registry.npmjs.org/typedoc/-/typedoc-0.25.13.tgz", + "integrity": "sha512-pQqiwiJ+Z4pigfOnnysObszLiU3mVLWAExSPf+Mu06G/qsc3wzbuM56SZQvONhHLncLUhYzOVkjFFpFfL5AzhQ==", "dev": true, "requires": { "lunr": "^2.3.9", "marked": "^4.3.0", - "minimatch": "^9.0.0", - "shiki": "^0.14.1" + "minimatch": "^9.0.3", + "shiki": "^0.14.7" }, "dependencies": { "brace-expansion": { @@ -5634,9 +6141,9 @@ } }, "minimatch": { - "version": "9.0.0", - "resolved": "https://registry.npmjs.org/minimatch/-/minimatch-9.0.0.tgz", - "integrity": "sha512-0jJj8AvgKqWN05mrwuqi8QYKx1WmYSUoKSxu5Qhs9prezTz10sxAHGNZe9J9cqIJzta8DWsleh2KaVaLl6Ru2w==", + "version": "9.0.4", + "resolved": "https://registry.npmjs.org/minimatch/-/minimatch-9.0.4.tgz", + "integrity": "sha512-KqWh+VchfxcMNRAJjj2tnsSJdNbHsVgnkBhTNrW7AjVo6OvLtxw8zfT9oLw1JSohlFzJ8jCoTgaoXvJ+kHt6fw==", "dev": true, "requires": { "brace-expansion": "^2.0.1" @@ -5645,9 +6152,9 @@ } }, "typescript": { - "version": "5.0.4", - "resolved": "https://registry.npmjs.org/typescript/-/typescript-5.0.4.tgz", - "integrity": "sha512-cW9T5W9xY37cc+jfEnaUvX91foxtHkza3Nw3wkoF4sSlKn0MONdkdEndig/qPBWXNkmplh3NzayQzCiHM4/hqw==", + "version": "5.4.5", + "resolved": "https://registry.npmjs.org/typescript/-/typescript-5.4.5.tgz", + "integrity": "sha512-vcI4UpRgg81oIRUFwR0WSIHKt11nJ7SAVlYNIu+QpqeyXP+gpQJy/Z4+F0aGxSE4MqwjyXvW/TzgkLAx2AGHwQ==", "dev": true }, "unpipe": { diff --git a/package.json b/package.json index 532789a..8bacf4f 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "wgpu-matrix", - "version": "2.8.1", + "version": "2.8.2", "description": "fast matrix math library for WebGPU", "main": "dist/2.x/wgpu-matrix.module.js", "module": "dist/2.x/wgpu-matrix.module.js", @@ -48,8 +48,8 @@ }, "homepage": "https://github.com/greggman/wgpu-matrix#readme", "devDependencies": { - "@rollup/plugin-typescript": "^11.1.1", - "@tsconfig/recommended": "^1.0.2", + "@rollup/plugin-typescript": "^11.1.6", + "@tsconfig/recommended": "^1.0.6", "@typescript-eslint/eslint-plugin": "^5.59.6", "@typescript-eslint/parser": "^5.59.6", "eslint": "^8.40.0", @@ -57,13 +57,13 @@ "eslint-plugin-one-variable-per-var": "^0.0.3", "eslint-plugin-optional-comma-spacing": "^0.0.4", "eslint-plugin-require-trailing-comma": "^0.0.1", - "express": "^4.18.2", + "express": "^4.19.2", "google-closure-compiler": "^20230228.0.0", - "mocha": "^10.2.0", - "rollup": "^3.21.7", + "mocha": "^10.4.0", + "rollup": "^4.17.2", "showdown": "^2.1.0", - "tslib": "^2.5.0", - "typedoc": "^0.24.7", - "typescript": "^5.0.4" + "tslib": "^2.6.2", + "typedoc": "^0.25.13", + "typescript": "^5.4.5" } } diff --git a/rollup.config.js b/rollup.config.js index 5def981..420207b 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -18,6 +18,7 @@ export default [ format: 'esm', sourcemap: true, banner, + freeze: false, }, ], plugins, @@ -31,6 +32,7 @@ export default [ format: 'umd', sourcemap: true, banner, + freeze: false, }, ], plugins,