diff --git a/README.md b/README.md
index 30b2b9e..a94f534 100644
--- a/README.md
+++ b/README.md
@@ -54,7 +54,7 @@ Fast 3d math library for webgpu
import {
vec3,
mat4,
-} from 'https://wgpu-matrix.org/dist/2.x/wgpu-matrix.module.js';
+} from 'https://wgpu-matrix.org/dist/3.x/wgpu-matrix.module.js';
const fov = 60 * Math.PI / 180
const aspect = width / height;
@@ -101,7 +101,7 @@ There is also the minified version
import {
vec3,
mat4,
-} from 'https://wgpu-matrix.org/dist/2.x/wgpu-matrix.module.min.js';
+} from 'https://wgpu-matrix.org/dist/3.x/wgpu-matrix.module.min.js';
// ... etc ...
```
@@ -109,7 +109,7 @@ import {
and a UMD version
```html
-
+
+
...
```
@@ -251,6 +251,82 @@ As the saying goes [*premature optimization is the root of all evil.*](https://s
## Migration
+### 2.x -> 3.x
+
+In JavaScript there should be no difference in the API except for the removable of `setDefaultType`.
+
+In TypeScript, 3.x should mostly be type compatible with 2.x.
+3.x is an attempt to fix the casting that was necessary in 2.x.
+
+```js
+// 2.x
+device.queue.writeData(buffer, 0, mat4.identity() as Float32Array); // sadness! ðŸ˜
+
+// 3.x
+device.queue.writeData(buffer, 0, mat4.identity()); // Yay! 🎉
+```
+
+In TypeScript the differences are as follows
+
+#### Functions have a default type but return what is passed to them as the dst.
+
+In 3.x each function has a default type but if you pass it
+a destination it returns the type of the destination
+
+```ts
+mat4.identity() // returns Float32Array
+mat4.identity(new Float32Array(16)); // returns Float32Array
+mat4.identity(new Float64Array(16)); // returns Float32Array
+mat4.identity(new Array(16)); // returns number[]
+```
+
+### Types are specific
+
+```ts
+const a: Mat4 = ...; // a = Float32Array
+const b: Mat4d = ...; // b = Float64Array
+const c: Mat4n = ...; // c = number[]
+```
+
+This is means code like this
+
+```ts
+const position: Mat4 = [10, 20, 30];
+```
+
+No longer works because `Mat4` is a `Float32Array`.
+
+**BUT, functions take any of the normal types as an argument just like they used to**
+
+```js
+const position = [10, 20, 30]; // number[]
+const target = vec3.create(1, 2, 3); // Float32Array
+const up = new Float64Array([0, 1, 0]); // Float64Array
+
+// Works fine, even those types are different, just like 2.x did
+const view = mat4.lookAt(position, target, up); // Float32Array
+```
+
+If you really want types for each concrete type there's
+
+* `Float32Array` types: `Mat3`, `Mat4`, `Quat`, `Vec2`, `Vec3`, `Vec4`
+* `Float64Array` types: `Mat3d`, `Mat4d`, `Quatd`, `Vec2d`, `Vec3d`, `Vec4d`,
+* `number[]` types: `Mat3n`, `Mat4n`, `Quatn`, `Vec2n`, `Vec3n`, `Vec4n`
+
+### There are 3 sets of functions, each one returning a different default
+
+```ts
+mat4.identity() // returns Float32Array
+mat4d.identity() // returns Float64Array
+mat4n.identity() // returns number[]
+```
+
+Similarly there's `mat3d`, `mat3n`, `quatd`, `quatn`,
+`vec2d`, `vec2n`, `vec3d`, `vec3n`, `vec4d`, `vec4n`.
+
+**Note: that in general you're unlikely to need any of these. Just use the
+same ones you were using in 2.x**
+
### 1.x -> 2.x
* [`mat4.lookAt`](https://wgpu-matrix.org/docs/functions/mat4.lookAt.html)
diff --git a/dist/2.x/mat3-impl.d.ts b/dist/2.x/mat3-impl.d.ts
deleted file mode 100644
index 23f3ebe..0000000
--- a/dist/2.x/mat3-impl.d.ts
+++ /dev/null
@@ -1,271 +0,0 @@
-import { Quat } from './quat';
-import { Mat3 } from './mat3';
-import { Mat4 } from './mat4';
-import Vec2 from './vec2-impl';
-export default Mat3;
-export type Mat3LikeCtor = new (n: number) => Mat3;
-/**
- * Sets the type this library creates for a Mat3
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Mat3
- */
-export declare function setDefaultType(ctor: new (n: number) => Mat3): Mat3LikeCtor;
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const m = mat3.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Mat3Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `mat3.create` is usually used
- * to create a Mat3 to be filled out as in
- *
- * ```
- * const m = mat3.create();
- * mat3.perspective(fov, aspect, near, far, m);
- * ```
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @returns matrix created from values.
- */
-export declare function create(v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number): Mat3;
-/**
- * Sets the values of a Mat3
- * Also see {@link mat3.create} and {@link mat3.copy}
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 set from values.
- */
-export declare function set(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, dst?: Mat3): Mat3;
-/**
- * Creates a Mat3 from the upper left 3x3 part of a Mat4
- * @param m4 - source matrix
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 made from m4
- */
-export declare function fromMat4(m4: Mat4, dst?: Mat3): Mat3;
-/**
- * Creates a Mat3 rotation matrix from a quaternion
- * @param q - quaternion to create matrix from
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 made from q
- */
-export declare function fromQuat(q: Quat, dst?: Mat3): Mat3;
-/**
- * Negates a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns -m.
- */
-export declare function negate(m: Mat3, dst?: Mat3): Mat3;
-/**
- * Copies a matrix. (same as {@link mat3.clone})
- * Also see {@link mat3.create} and {@link mat3.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-export declare function copy(m: Mat3, dst?: Mat3): Mat3;
-/**
- * Copies a matrix (same as {@link mat3.copy})
- * Also see {@link mat3.create} and {@link mat3.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-export declare const clone: typeof copy;
-/**
- * Check if 2 matrices are approximately equal
- * @param a Operand matrix.
- * @param b Operand matrix.
- * @returns true if matrices are approximately equal
- */
-export declare function equalsApproximately(a: Mat3, b: Mat3): boolean;
-/**
- * Check if 2 matrices are exactly equal
- * @param a Operand matrix.
- * @param b Operand matrix.
- * @returns true if matrices are exactly equal
- */
-export declare function equals(a: Mat3, b: Mat3): boolean;
-/**
- * Creates a 3-by-3 identity matrix.
- *
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A 3-by-3 identity matrix.
- */
-export declare function identity(dst?: Mat3): Mat3;
-/**
- * Takes the transpose of a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The transpose of m.
- */
-export declare function transpose(m: Mat3, dst?: Mat3): Mat3;
-/**
- * Computes the inverse of a 3-by-3 matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-export declare function inverse(m: Mat3, dst?: Mat3): Mat3;
-/**
- * Compute the determinant of a matrix
- * @param m - the matrix
- * @returns the determinant
- */
-export declare function determinant(m: Mat3): number;
-/**
- * Computes the inverse of a 3-by-3 matrix. (same as inverse)
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-export declare const invert: typeof inverse;
-/**
- * Multiplies two 3-by-3 matrices with a on the left and b on the right
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-export declare function multiply(a: Mat3, b: Mat3, dst?: Mat3): Mat3;
-/**
- * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-export declare const mul: typeof multiply;
-/**
- * Sets the translation component of a 3-by-3 matrix to the given
- * vector.
- * @param a - The matrix.
- * @param v - The vector.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix with translation set.
- */
-export declare function setTranslation(a: Mat3, v: Vec2, dst?: Mat3): Mat3;
-/**
- * Returns the translation component of a 3-by-3 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-export declare function getTranslation(m: Mat3, dst?: Vec2): Vec2;
-/**
- * Returns an axis of a 3x3 matrix as a vector with 2 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y,
- * @returns The axis component of m.
- */
-export declare function getAxis(m: Mat3, axis: number, dst?: Vec2): Vec2;
-/**
- * Sets an axis of a 3x3 matrix as a vector with 2 entries
- * @param m - The matrix.
- * @param v - the axis vector
- * @param axis - The axis 0 = x, 1 = y;
- * @param dst - The matrix to set. If not passed a new one is created.
- * @returns The matrix with axis set.
- */
-export declare function setAxis(m: Mat3, v: Vec2, axis: number, dst?: Mat3): Mat3;
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-export declare function getScaling(m: Mat3, dst?: Vec2): Vec2;
-/**
- * Creates a 3-by-3 matrix which translates by the given vector v.
- * @param v - The vector by which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translation matrix.
- */
-export declare function translation(v: Vec2, dst?: Mat3): Mat3;
-/**
- * Translates the given 3-by-3 matrix by the given vector v.
- * @param m - The matrix.
- * @param v - The vector by which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translated matrix.
- */
-export declare function translate(m: Mat3, v: Vec2, dst?: Mat3): Mat3;
-/**
- * Creates a 3-by-3 matrix which rotates by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-export declare function rotation(angleInRadians: number, dst?: Mat3): Mat3;
-/**
- * Rotates the given 3-by-3 matrix by the given angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare function rotate(m: Mat3, angleInRadians: number, dst?: Mat3): Mat3;
-/**
- * Creates a 3-by-3 matrix which scales in each dimension by an amount given by
- * the corresponding entry in the given vector; assumes the vector has three
- * entries.
- * @param v - A vector of
- * 2 entries specifying the factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-export declare function scaling(v: Vec2, dst?: Mat3): Mat3;
-/**
- * Scales the given 3-by-3 matrix in each dimension by an amount
- * given by the corresponding entry in the given vector; assumes the vector has
- * three entries.
- * @param m - The matrix to be modified.
- * @param v - A vector of 2 entries specifying the
- * factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-export declare function scale(m: Mat3, v: Vec2, dst?: Mat3): Mat3;
-/**
- * Creates a 3-by-3 matrix which scales uniformly in each dimension
- * @param s - Amount to scale
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-export declare function uniformScaling(s: number, dst?: Mat3): Mat3;
-/**
- * Scales the given 3-by-3 matrix in each dimension by an amount
- * given.
- * @param m - The matrix to be modified.
- * @param s - Amount to scale.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-export declare function uniformScale(m: Mat3, s: number, dst?: Mat3): Mat3;
diff --git a/dist/2.x/mat3.d.ts b/dist/2.x/mat3.d.ts
deleted file mode 100644
index 691ff27..0000000
--- a/dist/2.x/mat3.d.ts
+++ /dev/null
@@ -1,6 +0,0 @@
-/**
- * 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 {@link mat3.setDefaultType}.
- */
-export type Mat3 = number[] | Float32Array | Float64Array;
diff --git a/dist/2.x/mat4-impl.d.ts b/dist/2.x/mat4-impl.d.ts
deleted file mode 100644
index 63d25fb..0000000
--- a/dist/2.x/mat4-impl.d.ts
+++ /dev/null
@@ -1,507 +0,0 @@
-import { Mat3 } from './mat3';
-import { Mat4 } from './mat4';
-import { Quat } from './quat';
-import Vec3 from './vec3-impl';
-export default Mat4;
-export type Mat4LikeCtor = new (n: number) => Mat4;
-/**
- * Sets the type this library creates for a Mat4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Mat4
- */
-export declare function setDefaultType(ctor: new (n: number) => Mat4): Mat4LikeCtor;
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const m = mat4.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Mat4Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `mat4.create` is usually used
- * to create a Mat4 to be filled out as in
- *
- * ```
- * const m = mat4.create();
- * mat4.perspective(fov, aspect, near, far, m);
- * ```
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param v9 - value for element 9
- * @param v10 - value for element 10
- * @param v11 - value for element 11
- * @param v12 - value for element 12
- * @param v13 - value for element 13
- * @param v14 - value for element 14
- * @param v15 - value for element 15
- * @returns created from values.
- */
-export declare function create(v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number, v8?: number, v9?: number, v10?: number, v11?: number, v12?: number, v13?: number, v14?: number, v15?: number): Mat4;
-/**
- * Sets the values of a Mat4
- * Also see {@link mat4.create} and {@link mat4.copy}
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param v9 - value for element 9
- * @param v10 - value for element 10
- * @param v11 - value for element 11
- * @param v12 - value for element 12
- * @param v13 - value for element 13
- * @param v14 - value for element 14
- * @param v15 - value for element 15
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 created from values.
- */
-export declare function set(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, dst?: Mat4): Mat4;
-/**
- * Creates a Mat4 from a Mat3
- * @param m3 - source matrix
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 made from m3
- */
-export declare function fromMat3(m3: Mat3, dst?: Mat4): Mat4;
-/**
- * Creates a Mat4 rotation matrix from a quaternion
- * @param q - quaternion to create matrix from
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 made from q
- */
-export declare function fromQuat(q: Quat, dst?: Mat4): Mat4;
-/**
- * Negates a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns -m.
- */
-export declare function negate(m: Mat4, dst?: Mat4): Mat4;
-/**
- * Copies a matrix. (same as {@link mat4.clone})
- * Also see {@link mat4.create} and {@link mat4.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-export declare function copy(m: Mat4, dst?: Mat4): Mat4;
-/**
- * Copies a matrix (same as {@link mat4.copy})
- * Also see {@link mat4.create} and {@link mat4.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-export declare const clone: typeof copy;
-/**
- * Check if 2 matrices are approximately equal
- * @param a - Operand matrix.
- * @param b - Operand matrix.
- * @returns true if matrices are approximately equal
- */
-export declare function equalsApproximately(a: Mat4, b: Mat4): boolean;
-/**
- * Check if 2 matrices are exactly equal
- * @param a - Operand matrix.
- * @param b - Operand matrix.
- * @returns true if matrices are exactly equal
- */
-export declare function equals(a: Mat4, b: Mat4): boolean;
-/**
- * Creates a 4-by-4 identity matrix.
- *
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A 4-by-4 identity matrix.
- */
-export declare function identity(dst?: Mat4): Mat4;
-/**
- * Takes the transpose of a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The transpose of m.
- */
-export declare function transpose(m: Mat4, dst?: Mat4): Mat4;
-/**
- * Computes the inverse of a 4-by-4 matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-export declare function inverse(m: Mat4, dst?: Mat4): Mat4;
-/**
- * Compute the determinant of a matrix
- * @param m - the matrix
- * @returns the determinant
- */
-export declare function determinant(m: Mat4): number;
-/**
- * Computes the inverse of a 4-by-4 matrix. (same as inverse)
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-export declare const invert: typeof inverse;
-/**
- * Multiplies two 4-by-4 matrices with a on the left and b on the right
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-export declare function multiply(a: Mat4, b: Mat4, dst?: Mat4): Mat4;
-/**
- * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-export declare const mul: typeof multiply;
-/**
- * Sets the translation component of a 4-by-4 matrix to the given
- * vector.
- * @param a - The matrix.
- * @param v - The vector.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix with translation set.
- */
-export declare function setTranslation(a: Mat4, v: Vec3, dst?: Mat4): Mat4;
-/**
- * Returns the translation component of a 4-by-4 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-export declare function getTranslation(m: Mat4, dst?: Vec3): Vec3;
-/**
- * Returns an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @returns The axis component of m.
- */
-export declare function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3;
-/**
- * Sets an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param v - the axis vector
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @param dst - The matrix to set. If not passed a new one is created.
- * @returns The matrix with axis set.
- */
-export declare function setAxis(m: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4;
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-export declare function getScaling(m: Mat4, dst?: Vec3): Vec3;
-/**
- * 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
- * determined to produce the given aspect ratio. The arguments near and far are
- * the distances to the near and far clipping planes. Note that near and far
- * are not z coordinates, but rather they are distances along the negative
- * z-axis. The 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.
- *
- * 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.
- *
- * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).
- * @param aspect - The aspect ratio width / height.
- * @param zNear - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param zFar - The depth (negative z coordinate)
- * of the far clipping plane.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The perspective matrix.
- */
-export declare function perspective(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 reverse-z 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
- * determined to produce the given aspect ratio. The arguments near and far are
- * the distances to the near and far clipping planes. Note that near and far
- * are not z coordinates, but rather they are distances along the negative
- * z-axis. The 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.
- *
- * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).
- * @param aspect - The aspect ratio width / height.
- * @param zNear - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param zFar - The depth (negative z coordinate)
- * of the far clipping plane. (default = Infinity)
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The perspective matrix.
- */ export declare function perspectiveReverseZ(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 orthogonal transformation matrix that transforms from
- * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y
- * and 0 to +1 in z.
- * @param left - Left side of the near clipping plane viewport.
- * @param right - Right side of the near clipping plane viewport.
- * @param bottom - Bottom of the near clipping plane viewport.
- * @param top - Top of the near clipping plane viewport.
- * @param near - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param far - The depth (negative z coordinate)
- * of the far clipping plane.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The orthographic projection matrix.
- */
-export declare function ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4;
-/**
- * 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
- * z coordinates, but rather they are distances along the negative z-axis. The
- * 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.
- * @param left - The x coordinate of the left plane of the box.
- * @param right - The x coordinate of the right plane of the box.
- * @param bottom - The y coordinate of the bottom plane of the box.
- * @param top - The y coordinate of the right plane of the box.
- * @param near - The negative z coordinate of the near plane of the box.
- * @param far - The negative z coordinate of the far plane of the box.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The perspective projection matrix.
- */
-export declare function frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 reverse-z 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
- * z coordinates, but rather they are distances along the negative z-axis. The
- * 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 1 (-near) to 0 (-far) in the z
- * dimension.
- * @param left - The x coordinate of the left plane of the box.
- * @param right - The x coordinate of the right plane of the box.
- * @param bottom - The y coordinate of the bottom plane of the box.
- * @param top - The y coordinate of the right plane of the box.
- * @param near - The negative z coordinate of the near plane of the box.
- * @param far - The negative z coordinate of the far plane of the box.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The perspective projection matrix.
- */
-export declare function frustumReverseZ(left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 aim transformation.
- *
- * This is a matrix which positions an object aiming down positive Z.
- * toward the target.
- *
- * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.
- *
- * @param position - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The aim matrix.
- */
-export declare function aim(position: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 camera aim transformation.
- *
- * This is a matrix which positions an object aiming down negative Z.
- * toward the target.
- *
- * Note: this is the inverse of `lookAt`
- *
- * @param eye - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The aim matrix.
- */
-export declare function cameraAim(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4;
-/**
- * Computes a 4-by-4 view transformation.
- *
- * This is a view matrix which transforms all other objects
- * to be in the space of the view defined by the parameters.
- *
- * @param eye - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The look-at matrix.
- */
-export declare function lookAt(eye: Vec3, target: Vec3, up: Vec3, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which translates by the given vector v.
- * @param v - The vector by
- * which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translation matrix.
- */
-export declare function translation(v: Vec3, dst?: Mat4): Mat4;
-/**
- * Translates the given 4-by-4 matrix by the given vector v.
- * @param m - The matrix.
- * @param v - The vector by
- * which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translated matrix.
- */
-export declare function translate(m: Mat4, v: Vec3, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-export declare function rotationX(angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Rotates the given 4-by-4 matrix around the x-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare function rotateX(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-export declare function rotationY(angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Rotates the given 4-by-4 matrix around the y-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare function rotateY(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-export declare function rotationZ(angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Rotates the given 4-by-4 matrix around the z-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare function rotateZ(m: Mat4, angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which rotates around the given axis by the given
- * angle.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A matrix which rotates angle radians
- * around the axis.
- */
-export declare function axisRotation(axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which rotates around the given axis by the given
- * angle. (same as axisRotation)
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A matrix which rotates angle radians
- * around the axis.
- */
-export declare const rotation: typeof axisRotation;
-/**
- * Rotates the given 4-by-4 matrix around the given axis by the
- * given angle.
- * @param m - The matrix.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare function axisRotate(m: Mat4, axis: Vec3, angleInRadians: number, dst?: Mat4): Mat4;
-/**
- * Rotates the given 4-by-4 matrix around the given axis by the
- * given angle. (same as rotate)
- * @param m - The matrix.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-export declare const rotate: typeof axisRotate;
-/**
- * Creates a 4-by-4 matrix which scales in each dimension by an amount given by
- * the corresponding entry in the given vector; assumes the vector has three
- * entries.
- * @param v - A vector of
- * three entries specifying the factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-export declare function scaling(v: Vec3, dst?: Mat4): Mat4;
-/**
- * Scales the given 4-by-4 matrix in each dimension by an amount
- * given by the corresponding entry in the given vector; assumes the vector has
- * three entries.
- * @param m - The matrix to be modified.
- * @param v - A vector of three entries specifying the
- * factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-export declare function scale(m: Mat4, v: Vec3, dst?: Mat4): Mat4;
-/**
- * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.
- * @param s - the amount to scale
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-export declare function uniformScaling(s: number, dst?: Mat4): Mat4;
-/**
- * Scales the given 4-by-4 matrix in each dimension by a uniform scale.
- * @param m - The matrix to be modified.
- * @param s - The amount to scale.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-export declare function uniformScale(m: Mat4, s: number, dst?: Mat4): Mat4;
diff --git a/dist/2.x/mat4.d.ts b/dist/2.x/mat4.d.ts
deleted file mode 100644
index 90b1708..0000000
--- a/dist/2.x/mat4.d.ts
+++ /dev/null
@@ -1,6 +0,0 @@
-/**
- * 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 {@link mat4.setDefaultType}.
- */
-export type Mat4 = number[] | Float32Array | Float64Array;
diff --git a/dist/2.x/quat-impl.d.ts b/dist/2.x/quat-impl.d.ts
deleted file mode 100644
index 7153b02..0000000
--- a/dist/2.x/quat-impl.d.ts
+++ /dev/null
@@ -1,298 +0,0 @@
-import { Quat, create, setDefaultType } from './quat';
-import { Mat3 } from './mat3.js';
-import { Mat4 } from './mat4.js';
-import { Vec3 } from './vec3.js';
-export type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';
-export default Quat;
-export { create, setDefaultType };
-/**
- * Creates a Quat; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param z - Initial w value.
- * @returns the created vector
- */
-export declare const fromValues: typeof create;
-/**
- * Sets the values of a Quat
- * Also see {@link quat.create} and {@link quat.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param w fourth value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-export declare function set(x: number, y: number, z: number, w: number, dst?: Quat): Quat;
-/**
- * Sets a quaternion from the given angle and axis,
- * then returns it.
- *
- * @param axis - the axis to rotate around
- * @param angleInRadians - the angle
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The quaternion that represents the given axis and angle
- **/
-export declare function fromAxisAngle(axis: Vec3, angleInRadians: number, dst?: Quat): Quat;
-/**
- * Gets the rotation axis and angle
- * @param q - quaternion to compute from
- * @param dst - Vec3 to hold result. If not passed in a new one is created.
- * @return angle and axis
- */
-export declare function toAxisAngle(q: Quat, dst?: Vec3): {
- angle: number;
- axis: Vec3;
-};
-/**
- * Returns the angle in degrees between two rotations a and b.
- * @param a - quaternion a
- * @param b - quaternion b
- * @return angle in radians between the two quaternions
- */
-export declare function angle(a: Quat, b: Quat): number;
-/**
- * Multiplies two quaternions
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare function multiply(a: Quat, b: Quat, dst?: Quat): Quat;
-/**
- * Multiplies two quaternions
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare const mul: typeof multiply;
-/**
- * Rotates the given quaternion around the X axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare function rotateX(q: Quat, angleInRadians: number, dst?: Quat): Quat;
-/**
- * Rotates the given quaternion around the Y axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare function rotateY(q: Quat, angleInRadians: number, dst?: Quat): Quat;
-/**
- * Rotates the given quaternion around the Z axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare function rotateZ(q: Quat, angleInRadians: number, dst?: Quat): Quat;
-/**
- * Spherically linear interpolate between two quaternions
- *
- * @param a - starting value
- * @param b - ending value
- * @param t - value where 0 = a and 1 = b
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-export declare function slerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat;
-/**
- * Compute the inverse of a quaternion
- *
- * @param q - quaternion to compute the inverse of
- * @returns A quaternion that is the result of a * b
- */
-export declare function inverse(q: Quat, dst?: Quat): Quat;
-/**
- * Compute the conjugate of a quaternion
- * For quaternions with a magnitude of 1 (a unit quaternion)
- * this returns the same as the inverse but is faster to calculate.
- *
- * @param q - quaternion to compute the conjugate of.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The conjugate of q
- */
-export declare function conjugate(q: Quat, dst?: Quat): Quat;
-/**
- * Creates a quaternion from the given rotation matrix.
- *
- * The created quaternion is not normalized.
- *
- * @param m - rotation matrix
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns the result
- */
-export declare function fromMat(m: Mat3 | Mat4, dst?: Quat): Quat;
-/**
- * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.
- *
- * @param xAngleInRadians - angle to rotate around X axis in radians.
- * @param yAngleInRadians - angle to rotate around Y axis in radians.
- * @param zAngleInRadians - angle to rotate around Z axis in radians.
- * @param order - order to apply euler angles
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion representing the same rotation as the euler angles applied in the given order
- */
-export declare function fromEuler(xAngleInRadians: number, yAngleInRadians: number, zAngleInRadians: number, order: RotationOrder, dst?: Quat): Quat;
-/**
- * Copies a quaternion. (same as {@link quat.clone})
- * Also see {@link quat.create} and {@link quat.set}
- * @param q - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is a copy of q
- */
-export declare function copy(q: Quat, dst?: Quat): Quat;
-/**
- * Clones a quaternion. (same as {@link quat.copy})
- * Also see {@link quat.create} and {@link quat.set}
- * @param q - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A copy of q.
- */
-export declare const clone: typeof copy;
-/**
- * Adds two quaternions; assumes a and b have the same dimension.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the sum of a and b.
- */
-export declare function add(a: Quat, b: Quat, dst?: Quat): Quat;
-/**
- * Subtracts two quaternions.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the difference of a and b.
- */
-export declare function subtract(a: Quat, b: Quat, dst?: Quat): Quat;
-/**
- * Subtracts two quaternions.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the difference of a and b.
- */
-export declare const sub: typeof subtract;
-/**
- * Multiplies a quaternion by a scalar.
- * @param v - The quaternion.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-export declare function mulScalar(v: Quat, k: number, dst?: Quat): Quat;
-/**
- * Multiplies a quaternion by a scalar. (same as mulScalar)
- * @param v - The quaternion.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-export declare const scale: typeof mulScalar;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-export declare function divScalar(v: Quat, k: number, dst?: Quat): Quat;
-/**
- * Computes the dot product of two quaternions
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns dot product
- */
-export declare function dot(a: Quat, b: Quat): number;
-/**
- * Performs linear interpolation on two quaternions.
- * Given quaternions a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param t - Interpolation coefficient.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-export declare function lerp(a: Quat, b: Quat, t: number, dst?: Quat): Quat;
-/**
- * Computes the length of quaternion
- * @param v - quaternion.
- * @returns length of quaternion.
- */
-export declare function length(v: Quat): number;
-/**
- * Computes the length of quaternion (same as length)
- * @param v - quaternion.
- * @returns length of quaternion.
- */
-export declare const len: typeof length;
-/**
- * Computes the square of the length of quaternion
- * @param v - quaternion.
- * @returns square of the length of quaternion.
- */
-export declare function lengthSq(v: Quat): number;
-/**
- * Computes the square of the length of quaternion (same as lengthSq)
- * @param v - quaternion.
- * @returns square of the length of quaternion.
- */
-export declare const lenSq: typeof lengthSq;
-/**
- * Divides a quaternion by its Euclidean length and returns the quotient.
- * @param v - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The normalized quaternion.
- */
-export declare function normalize(v: Quat, dst?: Quat): Quat;
-/**
- * Check if 2 quaternions are approximately equal
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns true if quaternions are approximately equal
- */
-export declare function equalsApproximately(a: Quat, b: Quat): boolean;
-/**
- * Check if 2 quaternions are exactly equal
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns true if quaternions are exactly equal
- */
-export declare function equals(a: Quat, b: Quat): boolean;
-/**
- * Creates an identity quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns an identity quaternion
- */
-export declare function identity(dst?: Quat): Quat;
-/**
- * Computes a quaternion to represent the shortest rotation from one vector to another.
- *
- * @param aUnit - the start vector
- * @param bUnit - the end vector
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns the result
- */
-export declare function rotationTo(aUnit: Vec3, bUnit: Vec3, dst?: Quat): Quat;
-/**
- * Performs a spherical linear interpolation with two control points
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param c - the third quaternion
- * @param d - the fourth quaternion
- * @param t - Interpolation coefficient 0 to 1
- * @returns result
- */
-export declare function sqlerp(a: Quat, b: Quat, c: Quat, d: Quat, t: number, dst?: Quat): Quat;
diff --git a/dist/2.x/quat.d.ts b/dist/2.x/quat.d.ts
deleted file mode 100644
index 7a35408..0000000
--- a/dist/2.x/quat.d.ts
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * 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 {@link quat.setDefaultType}.
- */
-export type Quat = number[] | Float32Array | Float64Array;
-/**
- *
- * Quat4 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Quat4`. In other words you can do this
- *
- * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = quat4.create();
- * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-export declare let QuatType: new (n: number) => Quat;
-/**
- * Sets the type this library creates for a Quat4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Quat4
- */
-export declare function setDefaultType(ctor: new (n: number) => Quat): new (n: number) => Quat;
-/**
- * Creates a quat4; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param w - Initial w value.
- * @returns the created vector
- */
-export declare function create(x?: number, y?: number, z?: number, w?: number): Quat;
diff --git a/dist/2.x/vec2-impl.d.ts b/dist/2.x/vec2-impl.d.ts
deleted file mode 100644
index ce1871f..0000000
--- a/dist/2.x/vec2-impl.d.ts
+++ /dev/null
@@ -1,385 +0,0 @@
-import { Mat3 } from './mat3';
-import { Mat4 } from './mat4';
-import { Vec2, create, setDefaultType } from './vec2';
-import { Vec3 } from './vec3';
-export default Vec2;
-export { create, setDefaultType };
-/**
- * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @returns the created vector
- */
-export declare const fromValues: typeof create;
-/**
- * Sets the values of a Vec2
- * Also see {@link vec2.create} and {@link vec2.copy}
- *
- * @param x first value
- * @param y second value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-export declare function set(x: number, y: number, dst?: Vec2): Vec2;
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-export declare function ceil(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-export declare function floor(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-export declare function round(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-export declare function clamp(v: Vec2, min?: number, max?: number, dst?: Vec2): Vec2;
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-export declare function add(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-export declare function addScaled(a: Vec2, b: Vec2, scale: number, dst?: Vec2): Vec2;
-/**
- * Returns the angle in radians between two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns The angle in radians between the 2 vectors.
- */
-export declare function angle(a: Vec2, b: Vec2): number;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare function subtract(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare const sub: typeof subtract;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-export declare function equalsApproximately(a: Vec2, b: Vec2): boolean;
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-export declare function equals(a: Vec2, b: Vec2): boolean;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-export declare function lerp(a: Vec2, b: Vec2, t: number, dst?: Vec2): Vec2;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-export declare function lerpV(a: Vec2, b: Vec2, t: Vec2, dst?: Vec2): Vec2;
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-export declare function max(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-export declare function min(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function mulScalar(v: Vec2, k: number, dst?: Vec2): Vec2;
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare const scale: typeof mulScalar;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function divScalar(v: Vec2, k: number, dst?: Vec2): Vec2;
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare function inverse(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare const invert: typeof inverse;
-/**
- * Computes the cross product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of a cross b.
- */
-export declare function cross(a: Vec2, b: Vec2, dst?: Vec3): Vec3;
-/**
- * Computes the dot product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-export declare function dot(a: Vec2, b: Vec2): number;
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-export declare function length(v: Vec2): number;
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-export declare const len: typeof length;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare function lengthSq(v: Vec2): number;
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare const lenSq: typeof lengthSq;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare function distance(a: Vec2, b: Vec2): number;
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare const dist: typeof distance;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare function distanceSq(a: Vec2, b: Vec2): number;
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare const distSq: typeof distanceSq;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-export declare function normalize(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-export declare function negate(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Copies a vector. (same as {@link vec2.clone})
- * Also see {@link vec2.create} and {@link vec2.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare function copy(v: Vec2, dst?: Vec2): Vec2;
-/**
- * Clones a vector. (same as {@link vec2.copy})
- * Also see {@link vec2.create} and {@link vec2.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare const clone: typeof copy;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare function multiply(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare const mul: typeof multiply;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare function divide(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare const div: typeof divide;
-/**
- * Creates a random unit vector * scale
- * @param scale - Default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The random vector.
- */
-export declare function random(scale?: number, dst?: Vec2): Vec2;
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-export declare function zero(dst?: Vec2): Vec2;
-/**
- * transform Vec2 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional Vec2 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-export declare function transformMat4(v: Vec2, m: Mat4, dst?: Vec2): Vec2;
-/**
- * Transforms vec4 by 3x3 matrix
- *
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional Vec2 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-export declare function transformMat3(v: Vec2, m: Mat3, dst?: Vec2): Vec2;
-/**
- * Rotate a 2D vector
- *
- * @param a The vec2 point to rotate
- * @param b The origin of the rotation
- * @param rad The angle of rotation in radians
- * @returns the rotated vector
- */
-export declare function rotate(a: Vec2, b: Vec2, rad: number, dst?: Vec2): Vec2;
-/**
- * Treat a 2D vector as a direction and set it's length
- *
- * @param a The vec2 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-export declare function setLength(a: Vec2, len: number, dst?: Vec2): Vec2;
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec2 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-export declare function truncate(a: Vec2, maxLen: number, dst?: Vec2): Vec2;
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-export declare function midpoint(a: Vec2, b: Vec2, dst?: Vec2): Vec2;
diff --git a/dist/2.x/vec2.d.ts b/dist/2.x/vec2.d.ts
deleted file mode 100644
index ab730b6..0000000
--- a/dist/2.x/vec2.d.ts
+++ /dev/null
@@ -1,63 +0,0 @@
-/**
- * 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 {@link vec2.setDefaultType}.
- */
-export type Vec2 = number[] | Float32Array | Float64Array;
-/**
- *
- * Vec2 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new Vec2. In other words you can do this
- *
- * const v = vec2.cross(v1, v2); // Creates a new Vec2 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec2.create();
- * vec2.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec2.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-export declare let VecType: new (n: number) => Vec2;
-/**
- * Sets the type this library creates for a Vec2
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec2
- */
-export declare function setDefaultType(ctor: new (n: number) => Vec2): new (n: number) => Vec2;
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const v = vec2.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Vec2Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `vec2.create` is usually used
- * to create a Vec2 to be filled out as in
- *
- * ```
- * const sum = vec2.create();
- * vec2.add(v1, v2, sum);
- * ```
- *
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @returns the created vector
- */
-export declare function create(x?: number, y?: number): Vec2;
diff --git a/dist/2.x/vec3-impl.d.ts b/dist/2.x/vec3-impl.d.ts
deleted file mode 100644
index 8455fd9..0000000
--- a/dist/2.x/vec3-impl.d.ts
+++ /dev/null
@@ -1,445 +0,0 @@
-import { Vec3, create, setDefaultType } from './vec3';
-import { Mat3 } from './mat3';
-import { Mat4 } from './mat4';
-import { Quat } from './quat';
-export default Vec3;
-export { create, setDefaultType };
-/**
- * Creates a vec3; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @returns the created vector
- */
-export declare const fromValues: typeof create;
-/**
- * Sets the values of a Vec3
- * Also see {@link vec3.create} and {@link vec3.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-export declare function set(x: number, y: number, z: number, dst?: Vec3): Vec3;
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-export declare function ceil(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-export declare function floor(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-export declare function round(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-export declare function clamp(v: Vec3, min?: number, max?: number, dst?: Vec3): Vec3;
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-export declare function add(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-export declare function addScaled(a: Vec3, b: Vec3, scale: number, dst?: Vec3): Vec3;
-/**
- * Returns the angle in radians between two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns The angle in radians between the 2 vectors.
- */
-export declare function angle(a: Vec3, b: Vec3): number;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare function subtract(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare const sub: typeof subtract;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-export declare function equalsApproximately(a: Vec3, b: Vec3): boolean;
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-export declare function equals(a: Vec3, b: Vec3): boolean;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-export declare function lerp(a: Vec3, b: Vec3, t: number, dst?: Vec3): Vec3;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-export declare function lerpV(a: Vec3, b: Vec3, t: Vec3, dst?: Vec3): Vec3;
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-export declare function max(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-export declare function min(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function mulScalar(v: Vec3, k: number, dst?: Vec3): Vec3;
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare const scale: typeof mulScalar;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function divScalar(v: Vec3, k: number, dst?: Vec3): Vec3;
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare function inverse(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare const invert: typeof inverse;
-/**
- * Computes the cross product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of a cross b.
- */
-export declare function cross(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Computes the dot product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-export declare function dot(a: Vec3, b: Vec3): number;
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-export declare function length(v: Vec3): number;
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-export declare const len: typeof length;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare function lengthSq(v: Vec3): number;
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare const lenSq: typeof lengthSq;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare function distance(a: Vec3, b: Vec3): number;
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare const dist: typeof distance;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare function distanceSq(a: Vec3, b: Vec3): number;
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare const distSq: typeof distanceSq;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-export declare function normalize(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-export declare function negate(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Copies a vector. (same as {@link vec3.clone})
- * Also see {@link vec3.create} and {@link vec3.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare function copy(v: Vec3, dst?: Vec3): Vec3;
-/**
- * Clones a vector. (same as {@link vec3.copy})
- * Also see {@link vec3.create} and {@link vec3.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare const clone: typeof copy;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare function multiply(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare const mul: typeof multiply;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare function divide(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare const div: typeof divide;
-/**
- * Creates a random vector
- * @param scale - Default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The random vector.
- */
-export declare function random(scale?: number, dst?: Vec3): Vec3;
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-export declare function zero(dst?: Vec3): Vec3;
-/**
- * transform vec3 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-export declare function transformMat4(v: Vec3, m: Mat4, dst?: Vec3): Vec3;
-/**
- * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.
- * @param v - The direction.
- * @param m - The matrix.
- * @param dst - optional Vec3 to store result. If not passed a new one is created.
- * @returns The transformed vector.
- */
-export declare function transformMat4Upper3x3(v: Vec3, m: Mat4, dst?: Vec3): Vec3;
-/**
- * Transforms vec3 by 3x3 matrix
- *
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-export declare function transformMat3(v: Vec3, m: Mat3, dst?: Vec3): Vec3;
-/**
- * Transforms vec3 by Quaternion
- * @param v - the vector to transform
- * @param q - the quaternion to transform by
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed
- */
-export declare function transformQuat(v: Vec3, q: Quat, dst?: Vec3): Vec3;
-/**
- * Returns the translation component of a 4-by-4 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-export declare function getTranslation(m: Mat3, dst?: Vec3): Vec3;
-/**
- * Returns an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @returns The axis component of m.
- */
-export declare function getAxis(m: Mat4, axis: number, dst?: Vec3): Vec3;
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-export declare function getScaling(m: Mat4, dst: Vec3): Vec3;
-/**
- * Rotate a 3D vector around the x-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns the rotated vector
- */
-export declare function rotateX(a: Vec3, b: Vec3, rad: number, dst?: Vec3): Vec3;
-/**
- * Rotate a 3D vector around the y-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns the rotated vector
- */
-export declare function rotateY(a: Vec3, b: Vec3, rad: number, dst?: Vec3): Vec3;
-/**
- * Rotate a 3D vector around the z-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns {vec3} out
- */
-export declare function rotateZ(a: Vec3, b: Vec3, rad: number, dst?: Vec3): Vec3;
-/**
- * Treat a 3D vector as a direction and set it's length
- *
- * @param a The vec3 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-export declare function setLength(a: Vec3, len: number, dst?: Vec3): Vec3;
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec3 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-export declare function truncate(a: Vec3, maxLen: number, dst?: Vec3): Vec3;
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-export declare function midpoint(a: Vec3, b: Vec3, dst?: Vec3): Vec3;
diff --git a/dist/2.x/vec3.d.ts b/dist/2.x/vec3.d.ts
deleted file mode 100644
index 7d21ca3..0000000
--- a/dist/2.x/vec3.d.ts
+++ /dev/null
@@ -1,43 +0,0 @@
-/**
- * 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 {@link vec3.setDefaultType}.
- */
-export type Vec3 = number[] | Float32Array | Float64Array;
-/**
- *
- * Vec3 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Vec3`. In other words you can do this
- *
- * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec3.create();
- * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-export declare let VecType: new (n: number) => Vec3;
-/**
- * Sets the type this library creates for a Vec3
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec3
- */
-export declare function setDefaultType(ctor: new (n: number) => Vec3): new (n: number) => Vec3;
-/**
- * Creates a vec3; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @returns the created vector
- */
-export declare function create(x?: number, y?: number, z?: number): Vec3;
diff --git a/dist/2.x/vec4-impl.d.ts b/dist/2.x/vec4-impl.d.ts
deleted file mode 100644
index e6df561..0000000
--- a/dist/2.x/vec4-impl.d.ts
+++ /dev/null
@@ -1,345 +0,0 @@
-import { Vec4, create, setDefaultType } from './vec4';
-import { Mat4 } from './mat4';
-export default Vec4;
-export { create, setDefaultType };
-/**
- * Creates a vec4; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param z - Initial w value.
- * @returns the created vector
- */
-export declare const fromValues: typeof create;
-/**
- * Sets the values of a Vec4
- * Also see {@link vec4.create} and {@link vec4.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param w fourth value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-export declare function set(x: number, y: number, z: number, w: number, dst?: Vec4): Vec4;
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-export declare function ceil(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-export declare function floor(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-export declare function round(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-export declare function clamp(v: Vec4, min?: number, max?: number, dst?: Vec4): Vec4;
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-export declare function add(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-export declare function addScaled(a: Vec4, b: Vec4, scale: number, dst?: Vec4): Vec4;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare function subtract(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-export declare const sub: typeof subtract;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-export declare function equalsApproximately(a: Vec4, b: Vec4): boolean;
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-export declare function equals(a: Vec4, b: Vec4): boolean;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-export declare function lerp(a: Vec4, b: Vec4, t: number, dst?: Vec4): Vec4;
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-export declare function lerpV(a: Vec4, b: Vec4, t: Vec4, dst?: Vec4): Vec4;
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-export declare function max(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-export declare function min(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function mulScalar(v: Vec4, k: number, dst?: Vec4): Vec4;
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare const scale: typeof mulScalar;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-export declare function divScalar(v: Vec4, k: number, dst?: Vec4): Vec4;
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare function inverse(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-export declare const invert: typeof inverse;
-/**
- * Computes the dot product of two vectors
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-export declare function dot(a: Vec4, b: Vec4): number;
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-export declare function length(v: Vec4): number;
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-export declare const len: typeof length;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare function lengthSq(v: Vec4): number;
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-export declare const lenSq: typeof lengthSq;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare function distance(a: Vec4, b: Vec4): number;
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-export declare const dist: typeof distance;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare function distanceSq(a: Vec4, b: Vec4): number;
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-export declare const distSq: typeof distanceSq;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-export declare function normalize(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-export declare function negate(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Copies a vector. (same as {@link vec4.clone})
- * Also see {@link vec4.create} and {@link vec4.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare function copy(v: Vec4, dst?: Vec4): Vec4;
-/**
- * Clones a vector. (same as {@link vec4.copy})
- * Also see {@link vec4.create} and {@link vec4.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-export declare const clone: typeof copy;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare function multiply(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-export declare const mul: typeof multiply;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare function divide(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-export declare const div: typeof divide;
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-export declare function zero(dst?: Vec4): Vec4;
-/**
- * transform vec4 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec4 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-export declare function transformMat4(v: Vec4, m: Mat4, dst?: Vec4): Vec4;
-/**
- * Treat a 4D vector as a direction and set it's length
- *
- * @param a The vec4 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-export declare function setLength(a: Vec4, len: number, dst?: Vec4): Vec4;
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec4 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-export declare function truncate(a: Vec4, maxLen: number, dst?: Vec4): Vec4;
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-export declare function midpoint(a: Vec4, b: Vec4, dst?: Vec4): Vec4;
diff --git a/dist/2.x/vec4.d.ts b/dist/2.x/vec4.d.ts
deleted file mode 100644
index 09a3f29..0000000
--- a/dist/2.x/vec4.d.ts
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * 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 {@link vec4.setDefaultType}.
- */
-export type Vec4 = number[] | Float32Array | Float64Array;
-/**
- *
- * Vec4 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Vec4`. In other words you can do this
- *
- * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec4.create();
- * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-export declare let VecType: new (n: number) => Vec4;
-/**
- * Sets the type this library creates for a Vec4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec4
- */
-export declare function setDefaultType(ctor: new (n: number) => Vec4): new (n: number) => Vec4;
-/**
- * Creates a vec4; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param w - Initial w value.
- * @returns the created vector
- */
-export declare function create(x?: number, y?: number, z?: number, w?: number): Vec4;
diff --git a/dist/2.x/wgpu-matrix.d.ts b/dist/2.x/wgpu-matrix.d.ts
deleted file mode 100644
index 1eea4c0..0000000
--- a/dist/2.x/wgpu-matrix.d.ts
+++ /dev/null
@@ -1,20 +0,0 @@
-import Mat3, * as mat3 from './mat3-impl';
-import Mat4, * as mat4 from './mat4-impl';
-import Quat, * as quat from './quat-impl';
-import Vec2, * as vec2 from './vec2-impl';
-import Vec3, * as vec3 from './vec3-impl';
-import Vec4, * as vec4 from './vec4-impl';
-import * as utils from './utils';
-/**
- * Sets the type this library creates for all types
- *
- * example:
- *
- * ```
- * setDefaultType(Float64Array);
- * ```
- *
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- */
-export declare function setDefaultType(ctor: new (n: number) => Float32Array | Float64Array | number[]): void;
-export { Mat3, mat3, Mat4, mat4, Quat, quat, utils, Vec2, vec2, Vec3, vec3, Vec4, vec4, };
diff --git a/dist/2.x/wgpu-matrix.js.map b/dist/2.x/wgpu-matrix.js.map
deleted file mode 100644
index 3c9a94e..0000000
--- a/dist/2.x/wgpu-matrix.js.map
+++ /dev/null
@@ -1 +0,0 @@
-{"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(m: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\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 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 (Number.isFinite(zFar)) {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n } else {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 reverse-z 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.\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. (default = Infinity)\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */export function perspectiveReverseZ(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar = Infinity, dst?: Mat4) {\n dst = dst || new MatType(16);\n\n const f = 1 / Math.tan(fieldOfViewYInRadians * 0.5);\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] = 0;\n dst[14] = zNear;\n } else {\n const rangeInv = 1 / (zFar - zNear);\n dst[10] = zNear * 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\n/**\n * Computes a 4-by-4 reverse-z 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 1 (-near) to 0 (-far) 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 frustumReverseZ(left: number, right: number, bottom: number, top: number, near: number, far = Infinity, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\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[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (far === Infinity) {\n dst[10] = 0;\n dst[14] = near;\n } else {\n const rangeInv = 1 / (far - near);\n dst[10] = near * rangeInv;\n dst[14] = far * near * rangeInv;\n }\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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diff --git a/dist/2.x/wgpu-matrix.min.js b/dist/2.x/wgpu-matrix.min.js
deleted file mode 100644
index 27518d3..0000000
--- a/dist/2.x/wgpu-matrix.min.js
+++ /dev/null
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deleted file mode 100644
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-{"version":3,"file":"wgpu-matrix.min.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(m: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\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 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 (Number.isFinite(zFar)) {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n } else {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 reverse-z 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.\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. (default = Infinity)\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */export function perspectiveReverseZ(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar = Infinity, dst?: Mat4) {\n dst = dst || new MatType(16);\n\n const f = 1 / Math.tan(fieldOfViewYInRadians * 0.5);\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] = 0;\n dst[14] = zNear;\n } else {\n const rangeInv = 1 / (zFar - zNear);\n dst[10] = zNear * 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\n/**\n * Computes a 4-by-4 reverse-z 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 1 (-near) to 0 (-far) 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 frustumReverseZ(left: number, right: number, bottom: number, top: number, near: number, far = Infinity, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\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[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (far === Infinity) {\n dst[10] = 0;\n dst[14] = near;\n } else {\n const rangeInv = 1 / (far - near);\n dst[10] = near * rangeInv;\n dst[14] = far * near * rangeInv;\n }\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
diff --git a/dist/2.x/wgpu-matrix.module.js b/dist/2.x/wgpu-matrix.module.js
deleted file mode 100644
index 4b5d5c9..0000000
--- a/dist/2.x/wgpu-matrix.module.js
+++ /dev/null
@@ -1,5758 +0,0 @@
-/* wgpu-matrix@2.9.1, license MIT */
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-let EPSILON = 0.000001;
-/**
- * Set the value for EPSILON for various checks
- * @param v - Value to use for EPSILON.
- * @returns previous value of EPSILON;
- */
-function setEpsilon(v) {
- const old = EPSILON;
- EPSILON = v;
- return old;
-}
-/**
- * Convert degrees to radians
- * @param degrees - Angle in degrees
- * @returns angle converted to radians
- */
-function degToRad(degrees) {
- return degrees * Math.PI / 180;
-}
-/**
- * Convert radians to degrees
- * @param radians - Angle in radians
- * @returns angle converted to degrees
- */
-function radToDeg(radians) {
- return radians * 180 / Math.PI;
-}
-/**
- * Lerps between a and b via t
- * @param a - starting value
- * @param b - ending value
- * @param t - value where 0 = a and 1 = b
- * @returns a + (b - a) * t
- */
-function lerp$4(a, b, t) {
- return a + (b - a) * t;
-}
-/**
- * Compute the opposite of lerp. Given a and b and a value between
- * a and b returns a value between 0 and 1. 0 if a, 1 if b.
- * Note: no clamping is done.
- * @param a - start value
- * @param b - end value
- * @param v - value between a and b
- * @returns (v - a) / (b - a)
- */
-function inverseLerp(a, b, v) {
- const d = b - a;
- return (Math.abs(b - a) < EPSILON)
- ? a
- : (v - a) / d;
-}
-/**
- * Compute the euclidean modulo
- *
- * ```
- * // table for n / 3
- * -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5 <- n
- * ------------------------------------
- * -2 -1 -0 -2 -1 0, 1, 2, 0, 1, 2 <- n % 3
- * 1 2 0 1 2 0, 1, 2, 0, 1, 2 <- euclideanModule(n, 3)
- * ```
- *
- * @param n - dividend
- * @param m - divisor
- * @returns the euclidean modulo of n / m
- */
-function euclideanModulo(n, m) {
- return ((n % m) + m) % m;
-}
-
-var utils = {
- __proto__: null,
- get EPSILON () { return EPSILON; },
- degToRad: degToRad,
- euclideanModulo: euclideanModulo,
- inverseLerp: inverseLerp,
- lerp: lerp$4,
- radToDeg: radToDeg,
- setEpsilon: setEpsilon
-};
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- *
- * Vec2 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new Vec2. In other words you can do this
- *
- * const v = vec2.cross(v1, v2); // Creates a new Vec2 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec2.create();
- * vec2.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec2.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-let VecType$2 = Float32Array;
-/**
- * Sets the type this library creates for a Vec2
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec2
- */
-function setDefaultType$6(ctor) {
- const oldType = VecType$2;
- VecType$2 = ctor;
- return oldType;
-}
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const v = vec2.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Vec2Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `vec2.create` is usually used
- * to create a Vec2 to be filled out as in
- *
- * ```
- * const sum = vec2.create();
- * vec2.add(v1, v2, sum);
- * ```
- *
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @returns the created vector
- */
-function create$5(x = 0, y = 0) {
- const dst = new VecType$2(2);
- if (x !== undefined) {
- dst[0] = x;
- if (y !== undefined) {
- dst[1] = y;
- }
- }
- return dst;
-}
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- *
- * Vec3 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Vec3`. In other words you can do this
- *
- * const v = vec3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec3.create();
- * vec3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-let VecType$1 = Float32Array;
-/**
- * Sets the type this library creates for a Vec3
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec3
- */
-function setDefaultType$5(ctor) {
- const oldType = VecType$1;
- VecType$1 = ctor;
- return oldType;
-}
-/**
- * Creates a vec3; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @returns the created vector
- */
-function create$4(x, y, z) {
- const dst = new VecType$1(3);
- if (x !== undefined) {
- dst[0] = x;
- if (y !== undefined) {
- dst[1] = y;
- if (z !== undefined) {
- dst[2] = z;
- }
- }
- }
- return dst;
-}
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- * Creates a Vec2; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @returns the created vector
- */
-const fromValues$3 = create$5;
-/**
- * Sets the values of a Vec2
- * Also see {@link vec2.create} and {@link vec2.copy}
- *
- * @param x first value
- * @param y second value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-function set$5(x, y, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = x;
- dst[1] = y;
- return dst;
-}
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-function ceil$2(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.ceil(v[0]);
- dst[1] = Math.ceil(v[1]);
- return dst;
-}
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-function floor$2(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.floor(v[0]);
- dst[1] = Math.floor(v[1]);
- return dst;
-}
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-function round$2(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.round(v[0]);
- dst[1] = Math.round(v[1]);
- return dst;
-}
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-function clamp$2(v, min = 0, max = 1, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.min(max, Math.max(min, v[0]));
- dst[1] = Math.min(max, Math.max(min, v[1]));
- return dst;
-}
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-function add$3(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] + b[0];
- dst[1] = a[1] + b[1];
- return dst;
-}
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-function addScaled$2(a, b, scale, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] + b[0] * scale;
- dst[1] = a[1] + b[1] * scale;
- return dst;
-}
-/**
- * Returns the angle in radians between two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns The angle in radians between the 2 vectors.
- */
-function angle$2(a, b) {
- const ax = a[0];
- const ay = a[1];
- const bx = b[0];
- const by = b[1];
- const mag1 = Math.sqrt(ax * ax + ay * ay);
- const mag2 = Math.sqrt(bx * bx + by * by);
- const mag = mag1 * mag2;
- const cosine = mag && dot$3(a, b) / mag;
- return Math.acos(cosine);
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-function subtract$3(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] - b[0];
- dst[1] = a[1] - b[1];
- return dst;
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-const sub$3 = subtract$3;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-function equalsApproximately$5(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON;
-}
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-function equals$5(a, b) {
- return a[0] === b[0] && a[1] === b[1];
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-function lerp$3(a, b, t, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] + t * (b[0] - a[0]);
- dst[1] = a[1] + t * (b[1] - a[1]);
- return dst;
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-function lerpV$2(a, b, t, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] + t[0] * (b[0] - a[0]);
- dst[1] = a[1] + t[1] * (b[1] - a[1]);
- return dst;
-}
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-function max$2(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.max(a[0], b[0]);
- dst[1] = Math.max(a[1], b[1]);
- return dst;
-}
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-function min$2(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = Math.min(a[0], b[0]);
- dst[1] = Math.min(a[1], b[1]);
- return dst;
-}
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function mulScalar$3(v, k, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = v[0] * k;
- dst[1] = v[1] * k;
- return dst;
-}
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-const scale$5 = mulScalar$3;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function divScalar$3(v, k, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = v[0] / k;
- dst[1] = v[1] / k;
- return dst;
-}
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-function inverse$5(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = 1 / v[0];
- dst[1] = 1 / v[1];
- return dst;
-}
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-const invert$4 = inverse$5;
-/**
- * Computes the cross product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of a cross b.
- */
-function cross$1(a, b, dst) {
- dst = dst || new VecType$1(3);
- const z = a[0] * b[1] - a[1] * b[0];
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = z;
- return dst;
-}
-/**
- * Computes the dot product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-function dot$3(a, b) {
- return a[0] * b[0] + a[1] * b[1];
-}
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-function length$3(v) {
- const v0 = v[0];
- const v1 = v[1];
- return Math.sqrt(v0 * v0 + v1 * v1);
-}
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-const len$3 = length$3;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-function lengthSq$3(v) {
- const v0 = v[0];
- const v1 = v[1];
- return v0 * v0 + v1 * v1;
-}
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-const lenSq$3 = lengthSq$3;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-function distance$2(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- return Math.sqrt(dx * dx + dy * dy);
-}
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-const dist$2 = distance$2;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-function distanceSq$2(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- return dx * dx + dy * dy;
-}
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-const distSq$2 = distanceSq$2;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-function normalize$3(v, dst) {
- dst = dst || new VecType$2(2);
- const v0 = v[0];
- const v1 = v[1];
- const len = Math.sqrt(v0 * v0 + v1 * v1);
- if (len > 0.00001) {
- dst[0] = v0 / len;
- dst[1] = v1 / len;
- }
- else {
- dst[0] = 0;
- dst[1] = 0;
- }
- return dst;
-}
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-function negate$4(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = -v[0];
- dst[1] = -v[1];
- return dst;
-}
-/**
- * Copies a vector. (same as {@link vec2.clone})
- * Also see {@link vec2.create} and {@link vec2.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-function copy$5(v, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = v[0];
- dst[1] = v[1];
- return dst;
-}
-/**
- * Clones a vector. (same as {@link vec2.copy})
- * Also see {@link vec2.create} and {@link vec2.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-const clone$5 = copy$5;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-function multiply$5(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] * b[0];
- dst[1] = a[1] * b[1];
- return dst;
-}
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-const mul$5 = multiply$5;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-function divide$2(a, b, dst) {
- dst = dst || new VecType$2(2);
- dst[0] = a[0] / b[0];
- dst[1] = a[1] / b[1];
- return dst;
-}
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-const div$2 = divide$2;
-/**
- * Creates a random unit vector * scale
- * @param scale - Default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The random vector.
- */
-function random$1(scale = 1, dst) {
- dst = dst || new VecType$2(2);
- const angle = Math.random() * 2 * Math.PI;
- dst[0] = Math.cos(angle) * scale;
- dst[1] = Math.sin(angle) * scale;
- return dst;
-}
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-function zero$2(dst) {
- dst = dst || new VecType$2(2);
- dst[0] = 0;
- dst[1] = 0;
- return dst;
-}
-/**
- * transform Vec2 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional Vec2 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-function transformMat4$2(v, m, dst) {
- dst = dst || new VecType$2(2);
- const x = v[0];
- const y = v[1];
- dst[0] = x * m[0] + y * m[4] + m[12];
- dst[1] = x * m[1] + y * m[5] + m[13];
- return dst;
-}
-/**
- * Transforms vec4 by 3x3 matrix
- *
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional Vec2 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-function transformMat3$1(v, m, dst) {
- dst = dst || new VecType$2(2);
- const x = v[0];
- const y = v[1];
- dst[0] = m[0] * x + m[4] * y + m[8];
- dst[1] = m[1] * x + m[5] * y + m[9];
- return dst;
-}
-/**
- * Rotate a 2D vector
- *
- * @param a The vec2 point to rotate
- * @param b The origin of the rotation
- * @param rad The angle of rotation in radians
- * @returns the rotated vector
- */
-function rotate$2(a, b, rad, dst) {
- dst = dst || new VecType$2(2);
- // Translate point to the origin
- const p0 = a[0] - b[0];
- const p1 = a[1] - b[1];
- const sinC = Math.sin(rad);
- const cosC = Math.cos(rad);
- //perform rotation and translate to correct position
- dst[0] = p0 * cosC - p1 * sinC + b[0];
- dst[1] = p0 * sinC + p1 * cosC + b[1];
- return dst;
-}
-/**
- * Treat a 2D vector as a direction and set it's length
- *
- * @param a The vec2 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-function setLength$2(a, len, dst) {
- dst = dst || new VecType$2(2);
- normalize$3(a, dst);
- return mulScalar$3(dst, len, dst);
-}
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec2 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-function truncate$2(a, maxLen, dst) {
- dst = dst || new VecType$2(2);
- if (length$3(a) > maxLen) {
- return setLength$2(a, maxLen, dst);
- }
- return copy$5(a, dst);
-}
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-function midpoint$2(a, b, dst) {
- dst = dst || new VecType$2(2);
- return lerp$3(a, b, 0.5, dst);
-}
-
-var vec2Impl = {
- __proto__: null,
- add: add$3,
- addScaled: addScaled$2,
- angle: angle$2,
- ceil: ceil$2,
- clamp: clamp$2,
- clone: clone$5,
- copy: copy$5,
- create: create$5,
- cross: cross$1,
- dist: dist$2,
- distSq: distSq$2,
- distance: distance$2,
- distanceSq: distanceSq$2,
- div: div$2,
- divScalar: divScalar$3,
- divide: divide$2,
- dot: dot$3,
- equals: equals$5,
- equalsApproximately: equalsApproximately$5,
- floor: floor$2,
- fromValues: fromValues$3,
- inverse: inverse$5,
- invert: invert$4,
- len: len$3,
- lenSq: lenSq$3,
- length: length$3,
- lengthSq: lengthSq$3,
- lerp: lerp$3,
- lerpV: lerpV$2,
- max: max$2,
- midpoint: midpoint$2,
- min: min$2,
- mul: mul$5,
- mulScalar: mulScalar$3,
- multiply: multiply$5,
- negate: negate$4,
- normalize: normalize$3,
- random: random$1,
- rotate: rotate$2,
- round: round$2,
- scale: scale$5,
- set: set$5,
- setDefaultType: setDefaultType$6,
- setLength: setLength$2,
- sub: sub$3,
- subtract: subtract$3,
- transformMat3: transformMat3$1,
- transformMat4: transformMat4$2,
- truncate: truncate$2,
- zero: zero$2
-};
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- * 3x3 Matrix math math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new matrix. In other words you can do this
- *
- * const mat = mat3.translation([1, 2, 3]); // Creates a new translation matrix
- *
- * or
- *
- * const mat = mat3.create();
- * mat3.translation([1, 2, 3], mat); // Puts translation matrix in mat.
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always save to pass any matrix as the destination. So for example
- *
- * const mat = mat3.identity();
- * const trans = mat3.translation([1, 2, 3]);
- * mat3.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.
- *
- */
-let MatType$1 = Float32Array;
-// This mess is because with Mat3 we have 3 unused elements.
-// For Float32Array and Float64Array that's not an issue
-// but for Array it's troublesome
-const ctorMap = new Map([
- [Float32Array, () => new Float32Array(12)],
- [Float64Array, () => new Float64Array(12)],
- [Array, () => new Array(12).fill(0)],
-]);
-let newMat3 = ctorMap.get(Float32Array);
-/**
- * Sets the type this library creates for a Mat3
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Mat3
- */
-function setDefaultType$4(ctor) {
- const oldType = MatType$1;
- MatType$1 = ctor;
- newMat3 = ctorMap.get(ctor);
- return oldType;
-}
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const m = mat3.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Mat3Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `mat3.create` is usually used
- * to create a Mat3 to be filled out as in
- *
- * ```
- * const m = mat3.create();
- * mat3.perspective(fov, aspect, near, far, m);
- * ```
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @returns matrix created from values.
- */
-function create$3(v0, v1, v2, v3, v4, v5, v6, v7, v8) {
- const dst = newMat3();
- // to make the array homogenous
- dst[3] = 0;
- dst[7] = 0;
- dst[11] = 0;
- if (v0 !== undefined) {
- dst[0] = v0;
- if (v1 !== undefined) {
- dst[1] = v1;
- if (v2 !== undefined) {
- dst[2] = v2;
- if (v3 !== undefined) {
- dst[4] = v3;
- if (v4 !== undefined) {
- dst[5] = v4;
- if (v5 !== undefined) {
- dst[6] = v5;
- if (v6 !== undefined) {
- dst[8] = v6;
- if (v7 !== undefined) {
- dst[9] = v7;
- if (v8 !== undefined) {
- dst[10] = v8;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- return dst;
-}
-/**
- * Sets the values of a Mat3
- * Also see {@link mat3.create} and {@link mat3.copy}
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 set from values.
- */
-function set$4(v0, v1, v2, v3, v4, v5, v6, v7, v8, dst) {
- dst = dst || newMat3();
- dst[0] = v0;
- dst[1] = v1;
- dst[2] = v2;
- dst[3] = 0;
- dst[4] = v3;
- dst[5] = v4;
- dst[6] = v5;
- dst[7] = 0;
- dst[8] = v6;
- dst[9] = v7;
- dst[10] = v8;
- dst[11] = 0;
- return dst;
-}
-/**
- * Creates a Mat3 from the upper left 3x3 part of a Mat4
- * @param m4 - source matrix
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 made from m4
- */
-function fromMat4(m4, dst) {
- dst = dst || newMat3();
- dst[0] = m4[0];
- dst[1] = m4[1];
- dst[2] = m4[2];
- dst[3] = 0;
- dst[4] = m4[4];
- dst[5] = m4[5];
- dst[6] = m4[6];
- dst[7] = 0;
- dst[8] = m4[8];
- dst[9] = m4[9];
- dst[10] = m4[10];
- dst[11] = 0;
- return dst;
-}
-/**
- * Creates a Mat3 rotation matrix from a quaternion
- * @param q - quaternion to create matrix from
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat3 made from q
- */
-function fromQuat$1(q, dst) {
- dst = dst || newMat3();
- const x = q[0];
- const y = q[1];
- const z = q[2];
- const w = q[3];
- const x2 = x + x;
- const y2 = y + y;
- const z2 = z + z;
- const xx = x * x2;
- const yx = y * x2;
- const yy = y * y2;
- const zx = z * x2;
- const zy = z * y2;
- const zz = z * z2;
- const wx = w * x2;
- const wy = w * y2;
- const wz = w * z2;
- dst[0] = 1 - yy - zz;
- dst[1] = yx + wz;
- dst[2] = zx - wy;
- dst[3] = 0;
- dst[4] = yx - wz;
- dst[5] = 1 - xx - zz;
- dst[6] = zy + wx;
- dst[7] = 0;
- dst[8] = zx + wy;
- dst[9] = zy - wx;
- dst[10] = 1 - xx - yy;
- dst[11] = 0;
- return dst;
-}
-/**
- * Negates a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns -m.
- */
-function negate$3(m, dst) {
- dst = dst || newMat3();
- dst[0] = -m[0];
- dst[1] = -m[1];
- dst[2] = -m[2];
- dst[4] = -m[4];
- dst[5] = -m[5];
- dst[6] = -m[6];
- dst[8] = -m[8];
- dst[9] = -m[9];
- dst[10] = -m[10];
- return dst;
-}
-/**
- * Copies a matrix. (same as {@link mat3.clone})
- * Also see {@link mat3.create} and {@link mat3.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-function copy$4(m, dst) {
- dst = dst || newMat3();
- dst[0] = m[0];
- dst[1] = m[1];
- dst[2] = m[2];
- dst[4] = m[4];
- dst[5] = m[5];
- dst[6] = m[6];
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- return dst;
-}
-/**
- * Copies a matrix (same as {@link mat3.copy})
- * Also see {@link mat3.create} and {@link mat3.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-const clone$4 = copy$4;
-/**
- * Check if 2 matrices are approximately equal
- * @param a Operand matrix.
- * @param b Operand matrix.
- * @returns true if matrices are approximately equal
- */
-function equalsApproximately$4(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON &&
- Math.abs(a[2] - b[2]) < EPSILON &&
- Math.abs(a[4] - b[4]) < EPSILON &&
- Math.abs(a[5] - b[5]) < EPSILON &&
- Math.abs(a[6] - b[6]) < EPSILON &&
- Math.abs(a[8] - b[8]) < EPSILON &&
- Math.abs(a[9] - b[9]) < EPSILON &&
- Math.abs(a[10] - b[10]) < EPSILON;
-}
-/**
- * Check if 2 matrices are exactly equal
- * @param a Operand matrix.
- * @param b Operand matrix.
- * @returns true if matrices are exactly equal
- */
-function equals$4(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];
-}
-/**
- * Creates a 3-by-3 identity matrix.
- *
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A 3-by-3 identity matrix.
- */
-function identity$2(dst) {
- dst = dst || newMat3();
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- dst[4] = 0;
- dst[5] = 1;
- dst[6] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- return dst;
-}
-/**
- * Takes the transpose of a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The transpose of m.
- */
-function transpose$1(m, dst) {
- dst = dst || newMat3();
- if (dst === m) {
- let t;
- // 0 1 2
- // 4 5 6
- // 8 9 10
- t = m[1];
- m[1] = m[4];
- m[4] = t;
- t = m[2];
- m[2] = m[8];
- m[8] = t;
- t = m[6];
- m[6] = m[9];
- m[9] = t;
- return dst;
- }
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- dst[0] = m00;
- dst[1] = m10;
- dst[2] = m20;
- dst[4] = m01;
- dst[5] = m11;
- dst[6] = m21;
- dst[8] = m02;
- dst[9] = m12;
- dst[10] = m22;
- return dst;
-}
-/**
- * Computes the inverse of a 3-by-3 matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-function inverse$4(m, dst) {
- dst = dst || newMat3();
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const b01 = m22 * m11 - m12 * m21;
- const b11 = -m22 * m10 + m12 * m20;
- const b21 = m21 * m10 - m11 * m20;
- const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);
- dst[0] = b01 * invDet;
- dst[1] = (-m22 * m01 + m02 * m21) * invDet;
- dst[2] = (m12 * m01 - m02 * m11) * invDet;
- dst[4] = b11 * invDet;
- dst[5] = (m22 * m00 - m02 * m20) * invDet;
- dst[6] = (-m12 * m00 + m02 * m10) * invDet;
- dst[8] = b21 * invDet;
- dst[9] = (-m21 * m00 + m01 * m20) * invDet;
- dst[10] = (m11 * m00 - m01 * m10) * invDet;
- return dst;
-}
-/**
- * Compute the determinant of a matrix
- * @param m - the matrix
- * @returns the determinant
- */
-function determinant$1(m) {
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- return m00 * (m11 * m22 - m21 * m12) -
- m10 * (m01 * m22 - m21 * m02) +
- m20 * (m01 * m12 - m11 * m02);
-}
-/**
- * Computes the inverse of a 3-by-3 matrix. (same as inverse)
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-const invert$3 = inverse$4;
-/**
- * Multiplies two 3-by-3 matrices with a on the left and b on the right
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-function multiply$4(a, b, dst) {
- dst = dst || newMat3();
- const a00 = a[0];
- const a01 = a[1];
- const a02 = a[2];
- const a10 = a[4 + 0];
- const a11 = a[4 + 1];
- const a12 = a[4 + 2];
- const a20 = a[8 + 0];
- const a21 = a[8 + 1];
- const a22 = a[8 + 2];
- const b00 = b[0];
- const b01 = b[1];
- const b02 = b[2];
- const b10 = b[4 + 0];
- const b11 = b[4 + 1];
- const b12 = b[4 + 2];
- const b20 = b[8 + 0];
- const b21 = b[8 + 1];
- const b22 = b[8 + 2];
- dst[0] = a00 * b00 + a10 * b01 + a20 * b02;
- dst[1] = a01 * b00 + a11 * b01 + a21 * b02;
- dst[2] = a02 * b00 + a12 * b01 + a22 * b02;
- dst[4] = a00 * b10 + a10 * b11 + a20 * b12;
- dst[5] = a01 * b10 + a11 * b11 + a21 * b12;
- dst[6] = a02 * b10 + a12 * b11 + a22 * b12;
- dst[8] = a00 * b20 + a10 * b21 + a20 * b22;
- dst[9] = a01 * b20 + a11 * b21 + a21 * b22;
- dst[10] = a02 * b20 + a12 * b21 + a22 * b22;
- return dst;
-}
-/**
- * Multiplies two 3-by-3 matrices with a on the left and b on the right (same as multiply)
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-const mul$4 = multiply$4;
-/**
- * Sets the translation component of a 3-by-3 matrix to the given
- * vector.
- * @param a - The matrix.
- * @param v - The vector.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix with translation set.
- */
-function setTranslation$1(a, v, dst) {
- dst = dst || identity$2();
- if (a !== dst) {
- dst[0] = a[0];
- dst[1] = a[1];
- dst[2] = a[2];
- dst[4] = a[4];
- dst[5] = a[5];
- dst[6] = a[6];
- }
- dst[8] = v[0];
- dst[9] = v[1];
- dst[10] = 1;
- return dst;
-}
-/**
- * Returns the translation component of a 3-by-3 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-function getTranslation$2(m, dst) {
- dst = dst || create$5();
- dst[0] = m[8];
- dst[1] = m[9];
- return dst;
-}
-/**
- * Returns an axis of a 3x3 matrix as a vector with 2 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y,
- * @returns The axis component of m.
- */
-function getAxis$2(m, axis, dst) {
- dst = dst || create$5();
- const off = axis * 4;
- dst[0] = m[off + 0];
- dst[1] = m[off + 1];
- return dst;
-}
-/**
- * Sets an axis of a 3x3 matrix as a vector with 2 entries
- * @param m - The matrix.
- * @param v - the axis vector
- * @param axis - The axis 0 = x, 1 = y;
- * @param dst - The matrix to set. If not passed a new one is created.
- * @returns The matrix with axis set.
- */
-function setAxis$1(m, v, axis, dst) {
- if (dst !== m) {
- dst = copy$4(m, dst);
- }
- const off = axis * 4;
- dst[off + 0] = v[0];
- dst[off + 1] = v[1];
- return dst;
-}
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-function getScaling$2(m, dst) {
- dst = dst || create$5();
- const xx = m[0];
- const xy = m[1];
- const yx = m[4];
- const yy = m[5];
- dst[0] = Math.sqrt(xx * xx + xy * xy);
- dst[1] = Math.sqrt(yx * yx + yy * yy);
- return dst;
-}
-/**
- * Creates a 3-by-3 matrix which translates by the given vector v.
- * @param v - The vector by which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translation matrix.
- */
-function translation$1(v, dst) {
- dst = dst || newMat3();
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- dst[4] = 0;
- dst[5] = 1;
- dst[6] = 0;
- dst[8] = v[0];
- dst[9] = v[1];
- dst[10] = 1;
- return dst;
-}
-/**
- * Translates the given 3-by-3 matrix by the given vector v.
- * @param m - The matrix.
- * @param v - The vector by which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translated matrix.
- */
-function translate$1(m, v, dst) {
- dst = dst || newMat3();
- const v0 = v[0];
- const v1 = v[1];
- const m00 = m[0];
- const m01 = m[1];
- const m02 = m[2];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- if (m !== dst) {
- dst[0] = m00;
- dst[1] = m01;
- dst[2] = m02;
- dst[4] = m10;
- dst[5] = m11;
- dst[6] = m12;
- }
- dst[8] = m00 * v0 + m10 * v1 + m20;
- dst[9] = m01 * v0 + m11 * v1 + m21;
- dst[10] = m02 * v0 + m12 * v1 + m22;
- return dst;
-}
-/**
- * Creates a 3-by-3 matrix which rotates by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-function rotation$1(angleInRadians, dst) {
- dst = dst || newMat3();
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c;
- dst[1] = s;
- dst[2] = 0;
- dst[4] = -s;
- dst[5] = c;
- dst[6] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- return dst;
-}
-/**
- * Rotates the given 3-by-3 matrix by the given angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-function rotate$1(m, angleInRadians, dst) {
- dst = dst || newMat3();
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c * m00 + s * m10;
- dst[1] = c * m01 + s * m11;
- dst[2] = c * m02 + s * m12;
- dst[4] = c * m10 - s * m00;
- dst[5] = c * m11 - s * m01;
- dst[6] = c * m12 - s * m02;
- if (m !== dst) {
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- }
- return dst;
-}
-/**
- * Creates a 3-by-3 matrix which scales in each dimension by an amount given by
- * the corresponding entry in the given vector; assumes the vector has three
- * entries.
- * @param v - A vector of
- * 2 entries specifying the factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-function scaling$1(v, dst) {
- dst = dst || newMat3();
- dst[0] = v[0];
- dst[1] = 0;
- dst[2] = 0;
- dst[4] = 0;
- dst[5] = v[1];
- dst[6] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- return dst;
-}
-/**
- * Scales the given 3-by-3 matrix in each dimension by an amount
- * given by the corresponding entry in the given vector; assumes the vector has
- * three entries.
- * @param m - The matrix to be modified.
- * @param v - A vector of 2 entries specifying the
- * factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-function scale$4(m, v, dst) {
- dst = dst || newMat3();
- const v0 = v[0];
- const v1 = v[1];
- dst[0] = v0 * m[0 * 4 + 0];
- dst[1] = v0 * m[0 * 4 + 1];
- dst[2] = v0 * m[0 * 4 + 2];
- dst[4] = v1 * m[1 * 4 + 0];
- dst[5] = v1 * m[1 * 4 + 1];
- dst[6] = v1 * m[1 * 4 + 2];
- if (m !== dst) {
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- }
- return dst;
-}
-/**
- * Creates a 3-by-3 matrix which scales uniformly in each dimension
- * @param s - Amount to scale
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-function uniformScaling$1(s, dst) {
- dst = dst || newMat3();
- dst[0] = s;
- dst[1] = 0;
- dst[2] = 0;
- dst[4] = 0;
- dst[5] = s;
- dst[6] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- return dst;
-}
-/**
- * Scales the given 3-by-3 matrix in each dimension by an amount
- * given.
- * @param m - The matrix to be modified.
- * @param s - Amount to scale.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-function uniformScale$1(m, s, dst) {
- dst = dst || newMat3();
- dst[0] = s * m[0 * 4 + 0];
- dst[1] = s * m[0 * 4 + 1];
- dst[2] = s * m[0 * 4 + 2];
- dst[4] = s * m[1 * 4 + 0];
- dst[5] = s * m[1 * 4 + 1];
- dst[6] = s * m[1 * 4 + 2];
- if (m !== dst) {
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- }
- return dst;
-}
-
-var mat3Impl = {
- __proto__: null,
- clone: clone$4,
- copy: copy$4,
- create: create$3,
- determinant: determinant$1,
- equals: equals$4,
- equalsApproximately: equalsApproximately$4,
- fromMat4: fromMat4,
- fromQuat: fromQuat$1,
- getAxis: getAxis$2,
- getScaling: getScaling$2,
- getTranslation: getTranslation$2,
- identity: identity$2,
- inverse: inverse$4,
- invert: invert$3,
- mul: mul$4,
- multiply: multiply$4,
- negate: negate$3,
- rotate: rotate$1,
- rotation: rotation$1,
- scale: scale$4,
- scaling: scaling$1,
- set: set$4,
- setAxis: setAxis$1,
- setDefaultType: setDefaultType$4,
- setTranslation: setTranslation$1,
- translate: translate$1,
- translation: translation$1,
- transpose: transpose$1,
- uniformScale: uniformScale$1,
- uniformScaling: uniformScaling$1
-};
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- * Creates a vec3; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @returns the created vector
- */
-const fromValues$2 = create$4;
-/**
- * Sets the values of a Vec3
- * Also see {@link vec3.create} and {@link vec3.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-function set$3(x, y, z, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = x;
- dst[1] = y;
- dst[2] = z;
- return dst;
-}
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-function ceil$1(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.ceil(v[0]);
- dst[1] = Math.ceil(v[1]);
- dst[2] = Math.ceil(v[2]);
- return dst;
-}
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-function floor$1(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.floor(v[0]);
- dst[1] = Math.floor(v[1]);
- dst[2] = Math.floor(v[2]);
- return dst;
-}
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-function round$1(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.round(v[0]);
- dst[1] = Math.round(v[1]);
- dst[2] = Math.round(v[2]);
- return dst;
-}
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-function clamp$1(v, min = 0, max = 1, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.min(max, Math.max(min, v[0]));
- dst[1] = Math.min(max, Math.max(min, v[1]));
- dst[2] = Math.min(max, Math.max(min, v[2]));
- return dst;
-}
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-function add$2(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] + b[0];
- dst[1] = a[1] + b[1];
- dst[2] = a[2] + b[2];
- return dst;
-}
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-function addScaled$1(a, b, scale, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] + b[0] * scale;
- dst[1] = a[1] + b[1] * scale;
- dst[2] = a[2] + b[2] * scale;
- return dst;
-}
-/**
- * Returns the angle in radians between two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns The angle in radians between the 2 vectors.
- */
-function angle$1(a, b) {
- const ax = a[0];
- const ay = a[1];
- const az = a[2];
- const bx = b[0];
- const by = b[1];
- const bz = b[2];
- const mag1 = Math.sqrt(ax * ax + ay * ay + az * az);
- const mag2 = Math.sqrt(bx * bx + by * by + bz * bz);
- const mag = mag1 * mag2;
- const cosine = mag && dot$2(a, b) / mag;
- return Math.acos(cosine);
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-function subtract$2(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] - b[0];
- dst[1] = a[1] - b[1];
- dst[2] = a[2] - b[2];
- return dst;
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-const sub$2 = subtract$2;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-function equalsApproximately$3(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON &&
- Math.abs(a[2] - b[2]) < EPSILON;
-}
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-function equals$3(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-function lerp$2(a, b, t, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] + t * (b[0] - a[0]);
- dst[1] = a[1] + t * (b[1] - a[1]);
- dst[2] = a[2] + t * (b[2] - a[2]);
- return dst;
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-function lerpV$1(a, b, t, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] + t[0] * (b[0] - a[0]);
- dst[1] = a[1] + t[1] * (b[1] - a[1]);
- dst[2] = a[2] + t[2] * (b[2] - a[2]);
- return dst;
-}
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-function max$1(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.max(a[0], b[0]);
- dst[1] = Math.max(a[1], b[1]);
- dst[2] = Math.max(a[2], b[2]);
- return dst;
-}
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-function min$1(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = Math.min(a[0], b[0]);
- dst[1] = Math.min(a[1], b[1]);
- dst[2] = Math.min(a[2], b[2]);
- return dst;
-}
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function mulScalar$2(v, k, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = v[0] * k;
- dst[1] = v[1] * k;
- dst[2] = v[2] * k;
- return dst;
-}
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-const scale$3 = mulScalar$2;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function divScalar$2(v, k, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = v[0] / k;
- dst[1] = v[1] / k;
- dst[2] = v[2] / k;
- return dst;
-}
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-function inverse$3(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = 1 / v[0];
- dst[1] = 1 / v[1];
- dst[2] = 1 / v[2];
- return dst;
-}
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-const invert$2 = inverse$3;
-/**
- * Computes the cross product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of a cross b.
- */
-function cross(a, b, dst) {
- dst = dst || new VecType$1(3);
- const t1 = a[2] * b[0] - a[0] * b[2];
- const t2 = a[0] * b[1] - a[1] * b[0];
- dst[0] = a[1] * b[2] - a[2] * b[1];
- dst[1] = t1;
- dst[2] = t2;
- return dst;
-}
-/**
- * Computes the dot product of two vectors; assumes both vectors have
- * three entries.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-function dot$2(a, b) {
- return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
-}
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-function length$2(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);
-}
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-const len$2 = length$2;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-function lengthSq$2(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- return v0 * v0 + v1 * v1 + v2 * v2;
-}
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-const lenSq$2 = lengthSq$2;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-function distance$1(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- const dz = a[2] - b[2];
- return Math.sqrt(dx * dx + dy * dy + dz * dz);
-}
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-const dist$1 = distance$1;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-function distanceSq$1(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- const dz = a[2] - b[2];
- return dx * dx + dy * dy + dz * dz;
-}
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-const distSq$1 = distanceSq$1;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-function normalize$2(v, dst) {
- dst = dst || new VecType$1(3);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2);
- if (len > 0.00001) {
- dst[0] = v0 / len;
- dst[1] = v1 / len;
- dst[2] = v2 / len;
- }
- else {
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- }
- return dst;
-}
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-function negate$2(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = -v[0];
- dst[1] = -v[1];
- dst[2] = -v[2];
- return dst;
-}
-/**
- * Copies a vector. (same as {@link vec3.clone})
- * Also see {@link vec3.create} and {@link vec3.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-function copy$3(v, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = v[0];
- dst[1] = v[1];
- dst[2] = v[2];
- return dst;
-}
-/**
- * Clones a vector. (same as {@link vec3.copy})
- * Also see {@link vec3.create} and {@link vec3.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-const clone$3 = copy$3;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-function multiply$3(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] * b[0];
- dst[1] = a[1] * b[1];
- dst[2] = a[2] * b[2];
- return dst;
-}
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-const mul$3 = multiply$3;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-function divide$1(a, b, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = a[0] / b[0];
- dst[1] = a[1] / b[1];
- dst[2] = a[2] / b[2];
- return dst;
-}
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-const div$1 = divide$1;
-/**
- * Creates a random vector
- * @param scale - Default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The random vector.
- */
-function random(scale = 1, dst) {
- dst = dst || new VecType$1(3);
- const angle = Math.random() * 2 * Math.PI;
- const z = Math.random() * 2 - 1;
- const zScale = Math.sqrt(1 - z * z) * scale;
- dst[0] = Math.cos(angle) * zScale;
- dst[1] = Math.sin(angle) * zScale;
- dst[2] = z * scale;
- return dst;
-}
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-function zero$1(dst) {
- dst = dst || new VecType$1(3);
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- return dst;
-}
-/**
- * transform vec3 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-function transformMat4$1(v, m, dst) {
- dst = dst || new VecType$1(3);
- const x = v[0];
- const y = v[1];
- const z = v[2];
- const w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1;
- dst[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
- dst[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
- dst[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
- return dst;
-}
-/**
- * Transform vec4 by upper 3x3 matrix inside 4x4 matrix.
- * @param v - The direction.
- * @param m - The matrix.
- * @param dst - optional Vec3 to store result. If not passed a new one is created.
- * @returns The transformed vector.
- */
-function transformMat4Upper3x3(v, m, dst) {
- dst = dst || new VecType$1(3);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];
- dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];
- dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];
- return dst;
-}
-/**
- * Transforms vec3 by 3x3 matrix
- *
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-function transformMat3(v, m, dst) {
- dst = dst || new VecType$1(3);
- const x = v[0];
- const y = v[1];
- const z = v[2];
- dst[0] = x * m[0] + y * m[4] + z * m[8];
- dst[1] = x * m[1] + y * m[5] + z * m[9];
- dst[2] = x * m[2] + y * m[6] + z * m[10];
- return dst;
-}
-/**
- * Transforms vec3 by Quaternion
- * @param v - the vector to transform
- * @param q - the quaternion to transform by
- * @param dst - optional vec3 to store result. If not passed a new one is created.
- * @returns the transformed
- */
-function transformQuat(v, q, dst) {
- dst = dst || new VecType$1(3);
- const qx = q[0];
- const qy = q[1];
- const qz = q[2];
- const w2 = q[3] * 2;
- const x = v[0];
- const y = v[1];
- const z = v[2];
- const uvX = qy * z - qz * y;
- const uvY = qz * x - qx * z;
- const uvZ = qx * y - qy * x;
- dst[0] = x + uvX * w2 + (qy * uvZ - qz * uvY) * 2;
- dst[1] = y + uvY * w2 + (qz * uvX - qx * uvZ) * 2;
- dst[2] = z + uvZ * w2 + (qx * uvY - qy * uvX) * 2;
- return dst;
-}
-/**
- * Returns the translation component of a 4-by-4 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-function getTranslation$1(m, dst) {
- dst = dst || new VecType$1(3);
- dst[0] = m[12];
- dst[1] = m[13];
- dst[2] = m[14];
- return dst;
-}
-/**
- * Returns an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @returns The axis component of m.
- */
-function getAxis$1(m, axis, dst) {
- dst = dst || new VecType$1(3);
- const off = axis * 4;
- dst[0] = m[off + 0];
- dst[1] = m[off + 1];
- dst[2] = m[off + 2];
- return dst;
-}
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-function getScaling$1(m, dst) {
- dst = dst || new VecType$1(3);
- const xx = m[0];
- const xy = m[1];
- const xz = m[2];
- const yx = m[4];
- const yy = m[5];
- const yz = m[6];
- const zx = m[8];
- const zy = m[9];
- const zz = m[10];
- dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);
- dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);
- dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);
- return dst;
-}
-/**
- * Rotate a 3D vector around the x-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns the rotated vector
- */
-function rotateX$2(a, b, rad, dst) {
- dst = dst || new VecType$1(3);
- const p = [];
- const r = [];
- //Translate point to the origin
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2];
- //perform rotation
- r[0] = p[0];
- r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
- r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);
- //translate to correct position
- dst[0] = r[0] + b[0];
- dst[1] = r[1] + b[1];
- dst[2] = r[2] + b[2];
- return dst;
-}
-/**
- * Rotate a 3D vector around the y-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns the rotated vector
- */
-function rotateY$2(a, b, rad, dst) {
- dst = dst || new VecType$1(3);
- const p = [];
- const r = [];
- // translate point to the origin
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2];
- // perform rotation
- r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
- r[1] = p[1];
- r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);
- // translate to correct position
- dst[0] = r[0] + b[0];
- dst[1] = r[1] + b[1];
- dst[2] = r[2] + b[2];
- return dst;
-}
-/**
- * Rotate a 3D vector around the z-axis
- *
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @param dst - The vector to set. If not passed a new one is created.
- * @returns {vec3} out
- */
-function rotateZ$2(a, b, rad, dst) {
- dst = dst || new VecType$1(3);
- const p = [];
- const r = [];
- // translate point to the origin
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2];
- // perform rotation
- r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
- r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
- r[2] = p[2];
- // translate to correct position
- dst[0] = r[0] + b[0];
- dst[1] = r[1] + b[1];
- dst[2] = r[2] + b[2];
- return dst;
-}
-/**
- * Treat a 3D vector as a direction and set it's length
- *
- * @param a The vec3 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-function setLength$1(a, len, dst) {
- dst = dst || new VecType$1(3);
- normalize$2(a, dst);
- return mulScalar$2(dst, len, dst);
-}
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec3 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-function truncate$1(a, maxLen, dst) {
- dst = dst || new VecType$1(3);
- if (length$2(a) > maxLen) {
- return setLength$1(a, maxLen, dst);
- }
- return copy$3(a, dst);
-}
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-function midpoint$1(a, b, dst) {
- dst = dst || new VecType$1(3);
- return lerp$2(a, b, 0.5, dst);
-}
-
-var vec3Impl = {
- __proto__: null,
- add: add$2,
- addScaled: addScaled$1,
- angle: angle$1,
- ceil: ceil$1,
- clamp: clamp$1,
- clone: clone$3,
- copy: copy$3,
- create: create$4,
- cross: cross,
- dist: dist$1,
- distSq: distSq$1,
- distance: distance$1,
- distanceSq: distanceSq$1,
- div: div$1,
- divScalar: divScalar$2,
- divide: divide$1,
- dot: dot$2,
- equals: equals$3,
- equalsApproximately: equalsApproximately$3,
- floor: floor$1,
- fromValues: fromValues$2,
- getAxis: getAxis$1,
- getScaling: getScaling$1,
- getTranslation: getTranslation$1,
- inverse: inverse$3,
- invert: invert$2,
- len: len$2,
- lenSq: lenSq$2,
- length: length$2,
- lengthSq: lengthSq$2,
- lerp: lerp$2,
- lerpV: lerpV$1,
- max: max$1,
- midpoint: midpoint$1,
- min: min$1,
- mul: mul$3,
- mulScalar: mulScalar$2,
- multiply: multiply$3,
- negate: negate$2,
- normalize: normalize$2,
- random: random,
- rotateX: rotateX$2,
- rotateY: rotateY$2,
- rotateZ: rotateZ$2,
- round: round$1,
- scale: scale$3,
- set: set$3,
- setDefaultType: setDefaultType$5,
- setLength: setLength$1,
- sub: sub$2,
- subtract: subtract$2,
- transformMat3: transformMat3,
- transformMat4: transformMat4$1,
- transformMat4Upper3x3: transformMat4Upper3x3,
- transformQuat: transformQuat,
- truncate: truncate$1,
- zero: zero$1
-};
-
-/**
- * 4x4 Matrix math math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new matrix. In other words you can do this
- *
- * const mat = mat4.translation([1, 2, 3]); // Creates a new translation matrix
- *
- * or
- *
- * const mat = mat4.create();
- * mat4.translation([1, 2, 3], mat); // Puts translation matrix in mat.
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always save to pass any matrix as the destination. So for example
- *
- * const mat = mat4.identity();
- * const trans = mat4.translation([1, 2, 3]);
- * mat4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.
- *
- */
-let MatType = Float32Array;
-/**
- * Sets the type this library creates for a Mat4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Mat4
- */
-function setDefaultType$3(ctor) {
- const oldType = MatType;
- MatType = ctor;
- return oldType;
-}
-/**
- * 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
- * it would be faster to use
- *
- * ```
- * const m = mat4.clone(someJSArray);
- * ```
- *
- * Note: a consequence of the implementation is if your Mat4Type = `Array`
- * instead of `Float32Array` or `Float64Array` then any values you
- * don't pass in will be undefined. Usually this is not an issue since
- * (a) using `Array` is rare and (b) using `mat4.create` is usually used
- * to create a Mat4 to be filled out as in
- *
- * ```
- * const m = mat4.create();
- * mat4.perspective(fov, aspect, near, far, m);
- * ```
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param v9 - value for element 9
- * @param v10 - value for element 10
- * @param v11 - value for element 11
- * @param v12 - value for element 12
- * @param v13 - value for element 13
- * @param v14 - value for element 14
- * @param v15 - value for element 15
- * @returns created from values.
- */
-function create$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15) {
- const dst = new MatType(16);
- if (v0 !== undefined) {
- dst[0] = v0;
- if (v1 !== undefined) {
- dst[1] = v1;
- if (v2 !== undefined) {
- dst[2] = v2;
- if (v3 !== undefined) {
- dst[3] = v3;
- if (v4 !== undefined) {
- dst[4] = v4;
- if (v5 !== undefined) {
- dst[5] = v5;
- if (v6 !== undefined) {
- dst[6] = v6;
- if (v7 !== undefined) {
- dst[7] = v7;
- if (v8 !== undefined) {
- dst[8] = v8;
- if (v9 !== undefined) {
- dst[9] = v9;
- if (v10 !== undefined) {
- dst[10] = v10;
- if (v11 !== undefined) {
- dst[11] = v11;
- if (v12 !== undefined) {
- dst[12] = v12;
- if (v13 !== undefined) {
- dst[13] = v13;
- if (v14 !== undefined) {
- dst[14] = v14;
- if (v15 !== undefined) {
- dst[15] = v15;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- return dst;
-}
-/**
- * Sets the values of a Mat4
- * Also see {@link mat4.create} and {@link mat4.copy}
- *
- * @param v0 - value for element 0
- * @param v1 - value for element 1
- * @param v2 - value for element 2
- * @param v3 - value for element 3
- * @param v4 - value for element 4
- * @param v5 - value for element 5
- * @param v6 - value for element 6
- * @param v7 - value for element 7
- * @param v8 - value for element 8
- * @param v9 - value for element 9
- * @param v10 - value for element 10
- * @param v11 - value for element 11
- * @param v12 - value for element 12
- * @param v13 - value for element 13
- * @param v14 - value for element 14
- * @param v15 - value for element 15
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 created from values.
- */
-function set$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, dst) {
- dst = dst || new MatType(16);
- dst[0] = v0;
- dst[1] = v1;
- dst[2] = v2;
- dst[3] = v3;
- dst[4] = v4;
- dst[5] = v5;
- dst[6] = v6;
- dst[7] = v7;
- dst[8] = v8;
- dst[9] = v9;
- dst[10] = v10;
- dst[11] = v11;
- dst[12] = v12;
- dst[13] = v13;
- dst[14] = v14;
- dst[15] = v15;
- return dst;
-}
-/**
- * Creates a Mat4 from a Mat3
- * @param m3 - source matrix
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 made from m3
- */
-function fromMat3(m3, dst) {
- dst = dst || new MatType(16);
- dst[0] = m3[0];
- dst[1] = m3[1];
- dst[2] = m3[2];
- dst[3] = 0;
- dst[4] = m3[4];
- dst[5] = m3[5];
- dst[6] = m3[6];
- dst[7] = 0;
- dst[8] = m3[8];
- dst[9] = m3[9];
- dst[10] = m3[10];
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Creates a Mat4 rotation matrix from a quaternion
- * @param q - quaternion to create matrix from
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns Mat4 made from q
- */
-function fromQuat(q, dst) {
- dst = dst || new MatType(16);
- const x = q[0];
- const y = q[1];
- const z = q[2];
- const w = q[3];
- const x2 = x + x;
- const y2 = y + y;
- const z2 = z + z;
- const xx = x * x2;
- const yx = y * x2;
- const yy = y * y2;
- const zx = z * x2;
- const zy = z * y2;
- const zz = z * z2;
- const wx = w * x2;
- const wy = w * y2;
- const wz = w * z2;
- dst[0] = 1 - yy - zz;
- dst[1] = yx + wz;
- dst[2] = zx - wy;
- dst[3] = 0;
- dst[4] = yx - wz;
- dst[5] = 1 - xx - zz;
- dst[6] = zy + wx;
- dst[7] = 0;
- dst[8] = zx + wy;
- dst[9] = zy - wx;
- dst[10] = 1 - xx - yy;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Negates a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns -m.
- */
-function negate$1(m, dst) {
- dst = dst || new MatType(16);
- dst[0] = -m[0];
- dst[1] = -m[1];
- dst[2] = -m[2];
- dst[3] = -m[3];
- dst[4] = -m[4];
- dst[5] = -m[5];
- dst[6] = -m[6];
- dst[7] = -m[7];
- dst[8] = -m[8];
- dst[9] = -m[9];
- dst[10] = -m[10];
- dst[11] = -m[11];
- dst[12] = -m[12];
- dst[13] = -m[13];
- dst[14] = -m[14];
- dst[15] = -m[15];
- return dst;
-}
-/**
- * Copies a matrix. (same as {@link mat4.clone})
- * Also see {@link mat4.create} and {@link mat4.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-function copy$2(m, dst) {
- dst = dst || new MatType(16);
- dst[0] = m[0];
- dst[1] = m[1];
- dst[2] = m[2];
- dst[3] = m[3];
- dst[4] = m[4];
- dst[5] = m[5];
- dst[6] = m[6];
- dst[7] = m[7];
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- dst[11] = m[11];
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- return dst;
-}
-/**
- * Copies a matrix (same as {@link mat4.copy})
- * Also see {@link mat4.create} and {@link mat4.set}
- * @param m - The matrix.
- * @param dst - The matrix. If not passed a new one is created.
- * @returns A copy of m.
- */
-const clone$2 = copy$2;
-/**
- * Check if 2 matrices are approximately equal
- * @param a - Operand matrix.
- * @param b - Operand matrix.
- * @returns true if matrices are approximately equal
- */
-function equalsApproximately$2(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON &&
- Math.abs(a[2] - b[2]) < EPSILON &&
- Math.abs(a[3] - b[3]) < EPSILON &&
- Math.abs(a[4] - b[4]) < EPSILON &&
- Math.abs(a[5] - b[5]) < EPSILON &&
- Math.abs(a[6] - b[6]) < EPSILON &&
- Math.abs(a[7] - b[7]) < EPSILON &&
- Math.abs(a[8] - b[8]) < EPSILON &&
- Math.abs(a[9] - b[9]) < EPSILON &&
- Math.abs(a[10] - b[10]) < EPSILON &&
- Math.abs(a[11] - b[11]) < EPSILON &&
- Math.abs(a[12] - b[12]) < EPSILON &&
- Math.abs(a[13] - b[13]) < EPSILON &&
- Math.abs(a[14] - b[14]) < EPSILON &&
- Math.abs(a[15] - b[15]) < EPSILON;
-}
-/**
- * Check if 2 matrices are exactly equal
- * @param a - Operand matrix.
- * @param b - Operand matrix.
- * @returns true if matrices are exactly equal
- */
-function equals$2(a, b) {
- return a[0] === b[0] &&
- a[1] === b[1] &&
- a[2] === b[2] &&
- a[3] === b[3] &&
- a[4] === b[4] &&
- a[5] === b[5] &&
- a[6] === b[6] &&
- a[7] === b[7] &&
- a[8] === b[8] &&
- a[9] === b[9] &&
- a[10] === b[10] &&
- a[11] === b[11] &&
- a[12] === b[12] &&
- a[13] === b[13] &&
- a[14] === b[14] &&
- a[15] === b[15];
-}
-/**
- * Creates a 4-by-4 identity matrix.
- *
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A 4-by-4 identity matrix.
- */
-function identity$1(dst) {
- dst = dst || new MatType(16);
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 1;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Takes the transpose of a matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The transpose of m.
- */
-function transpose(m, dst) {
- dst = dst || new MatType(16);
- if (dst === m) {
- let t;
- t = m[1];
- m[1] = m[4];
- m[4] = t;
- t = m[2];
- m[2] = m[8];
- m[8] = t;
- t = m[3];
- m[3] = m[12];
- m[12] = t;
- t = m[6];
- m[6] = m[9];
- m[9] = t;
- t = m[7];
- m[7] = m[13];
- m[13] = t;
- t = m[11];
- m[11] = m[14];
- m[14] = t;
- return dst;
- }
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m03 = m[0 * 4 + 3];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m13 = m[1 * 4 + 3];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const m23 = m[2 * 4 + 3];
- const m30 = m[3 * 4 + 0];
- const m31 = m[3 * 4 + 1];
- const m32 = m[3 * 4 + 2];
- const m33 = m[3 * 4 + 3];
- dst[0] = m00;
- dst[1] = m10;
- dst[2] = m20;
- dst[3] = m30;
- dst[4] = m01;
- dst[5] = m11;
- dst[6] = m21;
- dst[7] = m31;
- dst[8] = m02;
- dst[9] = m12;
- dst[10] = m22;
- dst[11] = m32;
- dst[12] = m03;
- dst[13] = m13;
- dst[14] = m23;
- dst[15] = m33;
- return dst;
-}
-/**
- * Computes the inverse of a 4-by-4 matrix.
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-function inverse$2(m, dst) {
- dst = dst || new MatType(16);
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m03 = m[0 * 4 + 3];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m13 = m[1 * 4 + 3];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const m23 = m[2 * 4 + 3];
- const m30 = m[3 * 4 + 0];
- const m31 = m[3 * 4 + 1];
- const m32 = m[3 * 4 + 2];
- const m33 = m[3 * 4 + 3];
- const tmp0 = m22 * m33;
- const tmp1 = m32 * m23;
- const tmp2 = m12 * m33;
- const tmp3 = m32 * m13;
- const tmp4 = m12 * m23;
- const tmp5 = m22 * m13;
- const tmp6 = m02 * m33;
- const tmp7 = m32 * m03;
- const tmp8 = m02 * m23;
- const tmp9 = m22 * m03;
- const tmp10 = m02 * m13;
- const tmp11 = m12 * m03;
- const tmp12 = m20 * m31;
- const tmp13 = m30 * m21;
- const tmp14 = m10 * m31;
- const tmp15 = m30 * m11;
- const tmp16 = m10 * m21;
- const tmp17 = m20 * m11;
- const tmp18 = m00 * m31;
- const tmp19 = m30 * m01;
- const tmp20 = m00 * m21;
- const tmp21 = m20 * m01;
- const tmp22 = m00 * m11;
- const tmp23 = m10 * m01;
- const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -
- (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);
- const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -
- (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);
- const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -
- (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);
- const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -
- (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);
- const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
- dst[0] = d * t0;
- dst[1] = d * t1;
- dst[2] = d * t2;
- dst[3] = d * t3;
- dst[4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -
- (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));
- dst[5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -
- (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));
- dst[6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -
- (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));
- dst[7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -
- (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));
- dst[8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -
- (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));
- dst[9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -
- (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));
- dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -
- (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));
- dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -
- (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));
- dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -
- (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));
- dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -
- (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));
- dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -
- (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));
- dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -
- (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));
- return dst;
-}
-/**
- * Compute the determinant of a matrix
- * @param m - the matrix
- * @returns the determinant
- */
-function determinant(m) {
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m03 = m[0 * 4 + 3];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m13 = m[1 * 4 + 3];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const m23 = m[2 * 4 + 3];
- const m30 = m[3 * 4 + 0];
- const m31 = m[3 * 4 + 1];
- const m32 = m[3 * 4 + 2];
- const m33 = m[3 * 4 + 3];
- const tmp0 = m22 * m33;
- const tmp1 = m32 * m23;
- const tmp2 = m12 * m33;
- const tmp3 = m32 * m13;
- const tmp4 = m12 * m23;
- const tmp5 = m22 * m13;
- const tmp6 = m02 * m33;
- const tmp7 = m32 * m03;
- const tmp8 = m02 * m23;
- const tmp9 = m22 * m03;
- const tmp10 = m02 * m13;
- const tmp11 = m12 * m03;
- const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -
- (tmp1 * m11 + tmp2 * m21 + tmp5 * m31);
- const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -
- (tmp0 * m01 + tmp7 * m21 + tmp8 * m31);
- const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -
- (tmp3 * m01 + tmp6 * m11 + tmp11 * m31);
- const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -
- (tmp4 * m01 + tmp9 * m11 + tmp10 * m21);
- return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;
-}
-/**
- * Computes the inverse of a 4-by-4 matrix. (same as inverse)
- * @param m - The matrix.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The inverse of m.
- */
-const invert$1 = inverse$2;
-/**
- * Multiplies two 4-by-4 matrices with a on the left and b on the right
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-function multiply$2(a, b, dst) {
- dst = dst || new MatType(16);
- const a00 = a[0];
- const a01 = a[1];
- const a02 = a[2];
- const a03 = a[3];
- const a10 = a[4 + 0];
- const a11 = a[4 + 1];
- const a12 = a[4 + 2];
- const a13 = a[4 + 3];
- const a20 = a[8 + 0];
- const a21 = a[8 + 1];
- const a22 = a[8 + 2];
- const a23 = a[8 + 3];
- const a30 = a[12 + 0];
- const a31 = a[12 + 1];
- const a32 = a[12 + 2];
- const a33 = a[12 + 3];
- const b00 = b[0];
- const b01 = b[1];
- const b02 = b[2];
- const b03 = b[3];
- const b10 = b[4 + 0];
- const b11 = b[4 + 1];
- const b12 = b[4 + 2];
- const b13 = b[4 + 3];
- const b20 = b[8 + 0];
- const b21 = b[8 + 1];
- const b22 = b[8 + 2];
- const b23 = b[8 + 3];
- const b30 = b[12 + 0];
- const b31 = b[12 + 1];
- const b32 = b[12 + 2];
- const b33 = b[12 + 3];
- dst[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
- dst[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
- dst[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
- dst[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;
- dst[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
- dst[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
- dst[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
- dst[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;
- dst[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
- dst[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
- dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
- dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;
- dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;
- dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
- dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
- dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
- return dst;
-}
-/**
- * Multiplies two 4-by-4 matrices with a on the left and b on the right (same as multiply)
- * @param a - The matrix on the left.
- * @param b - The matrix on the right.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix product of a and b.
- */
-const mul$2 = multiply$2;
-/**
- * Sets the translation component of a 4-by-4 matrix to the given
- * vector.
- * @param a - The matrix.
- * @param v - The vector.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The matrix with translation set.
- */
-function setTranslation(a, v, dst) {
- dst = dst || identity$1();
- if (a !== dst) {
- dst[0] = a[0];
- dst[1] = a[1];
- dst[2] = a[2];
- dst[3] = a[3];
- dst[4] = a[4];
- dst[5] = a[5];
- dst[6] = a[6];
- dst[7] = a[7];
- dst[8] = a[8];
- dst[9] = a[9];
- dst[10] = a[10];
- dst[11] = a[11];
- }
- dst[12] = v[0];
- dst[13] = v[1];
- dst[14] = v[2];
- dst[15] = 1;
- return dst;
-}
-/**
- * Returns the translation component of a 4-by-4 matrix as a vector with 3
- * entries.
- * @param m - The matrix.
- * @param dst - vector to hold result. If not passed a new one is created.
- * @returns The translation component of m.
- */
-function getTranslation(m, dst) {
- dst = dst || create$4();
- dst[0] = m[12];
- dst[1] = m[13];
- dst[2] = m[14];
- return dst;
-}
-/**
- * Returns an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @returns The axis component of m.
- */
-function getAxis(m, axis, dst) {
- dst = dst || create$4();
- const off = axis * 4;
- dst[0] = m[off + 0];
- dst[1] = m[off + 1];
- dst[2] = m[off + 2];
- return dst;
-}
-/**
- * Sets an axis of a 4x4 matrix as a vector with 3 entries
- * @param m - The matrix.
- * @param v - the axis vector
- * @param axis - The axis 0 = x, 1 = y, 2 = z;
- * @param dst - The matrix to set. If not passed a new one is created.
- * @returns The matrix with axis set.
- */
-function setAxis(m, v, axis, dst) {
- if (dst !== m) {
- dst = copy$2(m, dst);
- }
- const off = axis * 4;
- dst[off + 0] = v[0];
- dst[off + 1] = v[1];
- dst[off + 2] = v[2];
- return dst;
-}
-/**
- * Returns the scaling component of the matrix
- * @param m - The Matrix
- * @param dst - The vector to set. If not passed a new one is created.
- */
-function getScaling(m, dst) {
- dst = dst || create$4();
- const xx = m[0];
- const xy = m[1];
- const xz = m[2];
- const yx = m[4];
- const yy = m[5];
- const yz = m[6];
- const zx = m[8];
- const zy = m[9];
- const zz = m[10];
- dst[0] = Math.sqrt(xx * xx + xy * xy + xz * xz);
- dst[1] = Math.sqrt(yx * yx + yy * yy + yz * yz);
- dst[2] = Math.sqrt(zx * zx + zy * zy + zz * zz);
- return dst;
-}
-/**
- * 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
- * determined to produce the given aspect ratio. The arguments near and far are
- * the distances to the near and far clipping planes. Note that near and far
- * are not z coordinates, but rather they are distances along the negative
- * z-axis. The 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.
- *
- * 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.
- *
- * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).
- * @param aspect - The aspect ratio width / height.
- * @param zNear - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param zFar - The depth (negative z coordinate)
- * of the far clipping plane.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The perspective matrix.
- */
-function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
- dst = dst || new MatType(16);
- const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
- dst[0] = f / aspect;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = f;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[11] = -1;
- dst[12] = 0;
- dst[13] = 0;
- dst[15] = 0;
- if (Number.isFinite(zFar)) {
- const rangeInv = 1 / (zNear - zFar);
- dst[10] = zFar * rangeInv;
- dst[14] = zFar * zNear * rangeInv;
- }
- else {
- dst[10] = -1;
- dst[14] = -zNear;
- }
- return dst;
-}
-/**
- * Computes a 4-by-4 reverse-z 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
- * determined to produce the given aspect ratio. The arguments near and far are
- * the distances to the near and far clipping planes. Note that near and far
- * are not z coordinates, but rather they are distances along the negative
- * z-axis. The 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.
- *
- * @param fieldOfViewYInRadians - The camera angle from top to bottom (in radians).
- * @param aspect - The aspect ratio width / height.
- * @param zNear - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param zFar - The depth (negative z coordinate)
- * of the far clipping plane. (default = Infinity)
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The perspective matrix.
- */ function perspectiveReverseZ(fieldOfViewYInRadians, aspect, zNear, zFar = Infinity, dst) {
- dst = dst || new MatType(16);
- const f = 1 / Math.tan(fieldOfViewYInRadians * 0.5);
- dst[0] = f / aspect;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = f;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[11] = -1;
- dst[12] = 0;
- dst[13] = 0;
- dst[15] = 0;
- if (zFar === Infinity) {
- dst[10] = 0;
- dst[14] = zNear;
- }
- else {
- const rangeInv = 1 / (zFar - zNear);
- dst[10] = zNear * rangeInv;
- dst[14] = zFar * zNear * rangeInv;
- }
- return dst;
-}
-/**
- * Computes a 4-by-4 orthogonal transformation matrix that transforms from
- * the given the left, right, bottom, and top dimensions to -1 +1 in x, and y
- * and 0 to +1 in z.
- * @param left - Left side of the near clipping plane viewport.
- * @param right - Right side of the near clipping plane viewport.
- * @param bottom - Bottom of the near clipping plane viewport.
- * @param top - Top of the near clipping plane viewport.
- * @param near - The depth (negative z coordinate)
- * of the near clipping plane.
- * @param far - The depth (negative z coordinate)
- * of the far clipping plane.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The orthographic projection matrix.
- */
-function ortho(left, right, bottom, top, near, far, dst) {
- dst = dst || new MatType(16);
- dst[0] = 2 / (right - left);
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 2 / (top - bottom);
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1 / (near - far);
- dst[11] = 0;
- dst[12] = (right + left) / (left - right);
- dst[13] = (top + bottom) / (bottom - top);
- dst[14] = near / (near - far);
- dst[15] = 1;
- return dst;
-}
-/**
- * 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
- * z coordinates, but rather they are distances along the negative z-axis. The
- * 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.
- * @param left - The x coordinate of the left plane of the box.
- * @param right - The x coordinate of the right plane of the box.
- * @param bottom - The y coordinate of the bottom plane of the box.
- * @param top - The y coordinate of the right plane of the box.
- * @param near - The negative z coordinate of the near plane of the box.
- * @param far - The negative z coordinate of the far plane of the box.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The perspective projection matrix.
- */
-function frustum(left, right, bottom, top, near, far, dst) {
- dst = dst || new MatType(16);
- const dx = (right - left);
- const dy = (top - bottom);
- const dz = (near - far);
- dst[0] = 2 * near / dx;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 2 * near / dy;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = (left + right) / dx;
- dst[9] = (top + bottom) / dy;
- dst[10] = far / dz;
- dst[11] = -1;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = near * far / dz;
- dst[15] = 0;
- return dst;
-}
-/**
- * Computes a 4-by-4 reverse-z 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
- * z coordinates, but rather they are distances along the negative z-axis. The
- * 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 1 (-near) to 0 (-far) in the z
- * dimension.
- * @param left - The x coordinate of the left plane of the box.
- * @param right - The x coordinate of the right plane of the box.
- * @param bottom - The y coordinate of the bottom plane of the box.
- * @param top - The y coordinate of the right plane of the box.
- * @param near - The negative z coordinate of the near plane of the box.
- * @param far - The negative z coordinate of the far plane of the box.
- * @param dst - Output matrix. If not passed a new one is created.
- * @returns The perspective projection matrix.
- */
-function frustumReverseZ(left, right, bottom, top, near, far = Infinity, dst) {
- dst = dst || new MatType(16);
- const dx = (right - left);
- const dy = (top - bottom);
- dst[0] = 2 * near / dx;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 2 * near / dy;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = (left + right) / dx;
- dst[9] = (top + bottom) / dy;
- dst[11] = -1;
- dst[12] = 0;
- dst[13] = 0;
- dst[15] = 0;
- if (far === Infinity) {
- dst[10] = 0;
- dst[14] = near;
- }
- else {
- const rangeInv = 1 / (far - near);
- dst[10] = near * rangeInv;
- dst[14] = far * near * rangeInv;
- }
- return dst;
-}
-let xAxis;
-let yAxis;
-let zAxis;
-/**
- * Computes a 4-by-4 aim transformation.
- *
- * This is a matrix which positions an object aiming down positive Z.
- * toward the target.
- *
- * Note: this is **NOT** the inverse of lookAt as lookAt looks at negative Z.
- *
- * @param position - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The aim matrix.
- */
-function aim(position, target, up, dst) {
- dst = dst || new MatType(16);
- xAxis = xAxis || create$4();
- yAxis = yAxis || create$4();
- zAxis = zAxis || create$4();
- normalize$2(subtract$2(target, position, zAxis), zAxis);
- normalize$2(cross(up, zAxis, xAxis), xAxis);
- normalize$2(cross(zAxis, xAxis, yAxis), yAxis);
- dst[0] = xAxis[0];
- dst[1] = xAxis[1];
- dst[2] = xAxis[2];
- dst[3] = 0;
- dst[4] = yAxis[0];
- dst[5] = yAxis[1];
- dst[6] = yAxis[2];
- dst[7] = 0;
- dst[8] = zAxis[0];
- dst[9] = zAxis[1];
- dst[10] = zAxis[2];
- dst[11] = 0;
- dst[12] = position[0];
- dst[13] = position[1];
- dst[14] = position[2];
- dst[15] = 1;
- return dst;
-}
-/**
- * Computes a 4-by-4 camera aim transformation.
- *
- * This is a matrix which positions an object aiming down negative Z.
- * toward the target.
- *
- * Note: this is the inverse of `lookAt`
- *
- * @param eye - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The aim matrix.
- */
-function cameraAim(eye, target, up, dst) {
- dst = dst || new MatType(16);
- xAxis = xAxis || create$4();
- yAxis = yAxis || create$4();
- zAxis = zAxis || create$4();
- normalize$2(subtract$2(eye, target, zAxis), zAxis);
- normalize$2(cross(up, zAxis, xAxis), xAxis);
- normalize$2(cross(zAxis, xAxis, yAxis), yAxis);
- dst[0] = xAxis[0];
- dst[1] = xAxis[1];
- dst[2] = xAxis[2];
- dst[3] = 0;
- dst[4] = yAxis[0];
- dst[5] = yAxis[1];
- dst[6] = yAxis[2];
- dst[7] = 0;
- dst[8] = zAxis[0];
- dst[9] = zAxis[1];
- dst[10] = zAxis[2];
- dst[11] = 0;
- dst[12] = eye[0];
- dst[13] = eye[1];
- dst[14] = eye[2];
- dst[15] = 1;
- return dst;
-}
-/**
- * Computes a 4-by-4 view transformation.
- *
- * This is a view matrix which transforms all other objects
- * to be in the space of the view defined by the parameters.
- *
- * @param eye - The position of the object.
- * @param target - The position meant to be aimed at.
- * @param up - A vector pointing up.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The look-at matrix.
- */
-function lookAt(eye, target, up, dst) {
- dst = dst || new MatType(16);
- xAxis = xAxis || create$4();
- yAxis = yAxis || create$4();
- zAxis = zAxis || create$4();
- normalize$2(subtract$2(eye, target, zAxis), zAxis);
- normalize$2(cross(up, zAxis, xAxis), xAxis);
- normalize$2(cross(zAxis, xAxis, yAxis), yAxis);
- dst[0] = xAxis[0];
- dst[1] = yAxis[0];
- dst[2] = zAxis[0];
- dst[3] = 0;
- dst[4] = xAxis[1];
- dst[5] = yAxis[1];
- dst[6] = zAxis[1];
- dst[7] = 0;
- dst[8] = xAxis[2];
- dst[9] = yAxis[2];
- dst[10] = zAxis[2];
- dst[11] = 0;
- dst[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);
- dst[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);
- dst[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);
- dst[15] = 1;
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which translates by the given vector v.
- * @param v - The vector by
- * which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translation matrix.
- */
-function translation(v, dst) {
- dst = dst || new MatType(16);
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 1;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- dst[11] = 0;
- dst[12] = v[0];
- dst[13] = v[1];
- dst[14] = v[2];
- dst[15] = 1;
- return dst;
-}
-/**
- * Translates the given 4-by-4 matrix by the given vector v.
- * @param m - The matrix.
- * @param v - The vector by
- * which to translate.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The translated matrix.
- */
-function translate(m, v, dst) {
- dst = dst || new MatType(16);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const m00 = m[0];
- const m01 = m[1];
- const m02 = m[2];
- const m03 = m[3];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m13 = m[1 * 4 + 3];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const m23 = m[2 * 4 + 3];
- const m30 = m[3 * 4 + 0];
- const m31 = m[3 * 4 + 1];
- const m32 = m[3 * 4 + 2];
- const m33 = m[3 * 4 + 3];
- if (m !== dst) {
- dst[0] = m00;
- dst[1] = m01;
- dst[2] = m02;
- dst[3] = m03;
- dst[4] = m10;
- dst[5] = m11;
- dst[6] = m12;
- dst[7] = m13;
- dst[8] = m20;
- dst[9] = m21;
- dst[10] = m22;
- dst[11] = m23;
- }
- dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;
- dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;
- dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;
- dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-function rotationX(angleInRadians, dst) {
- dst = dst || new MatType(16);
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = c;
- dst[6] = s;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = -s;
- dst[10] = c;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Rotates the given 4-by-4 matrix around the x-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-function rotateX$1(m, angleInRadians, dst) {
- dst = dst || new MatType(16);
- const m10 = m[4];
- const m11 = m[5];
- const m12 = m[6];
- const m13 = m[7];
- const m20 = m[8];
- const m21 = m[9];
- const m22 = m[10];
- const m23 = m[11];
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[4] = c * m10 + s * m20;
- dst[5] = c * m11 + s * m21;
- dst[6] = c * m12 + s * m22;
- dst[7] = c * m13 + s * m23;
- dst[8] = c * m20 - s * m10;
- dst[9] = c * m21 - s * m11;
- dst[10] = c * m22 - s * m12;
- dst[11] = c * m23 - s * m13;
- if (m !== dst) {
- dst[0] = m[0];
- dst[1] = m[1];
- dst[2] = m[2];
- dst[3] = m[3];
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-function rotationY(angleInRadians, dst) {
- dst = dst || new MatType(16);
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c;
- dst[1] = 0;
- dst[2] = -s;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = 1;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = s;
- dst[9] = 0;
- dst[10] = c;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Rotates the given 4-by-4 matrix around the y-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-function rotateY$1(m, angleInRadians, dst) {
- dst = dst || new MatType(16);
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m03 = m[0 * 4 + 3];
- const m20 = m[2 * 4 + 0];
- const m21 = m[2 * 4 + 1];
- const m22 = m[2 * 4 + 2];
- const m23 = m[2 * 4 + 3];
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c * m00 - s * m20;
- dst[1] = c * m01 - s * m21;
- dst[2] = c * m02 - s * m22;
- dst[3] = c * m03 - s * m23;
- dst[8] = c * m20 + s * m00;
- dst[9] = c * m21 + s * m01;
- dst[10] = c * m22 + s * m02;
- dst[11] = c * m23 + s * m03;
- if (m !== dst) {
- dst[4] = m[4];
- dst[5] = m[5];
- dst[6] = m[6];
- dst[7] = m[7];
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotation matrix.
- */
-function rotationZ(angleInRadians, dst) {
- dst = dst || new MatType(16);
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c;
- dst[1] = s;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = -s;
- dst[5] = c;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = 1;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Rotates the given 4-by-4 matrix around the z-axis by the given
- * angle.
- * @param m - The matrix.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-function rotateZ$1(m, angleInRadians, dst) {
- dst = dst || new MatType(16);
- const m00 = m[0 * 4 + 0];
- const m01 = m[0 * 4 + 1];
- const m02 = m[0 * 4 + 2];
- const m03 = m[0 * 4 + 3];
- const m10 = m[1 * 4 + 0];
- const m11 = m[1 * 4 + 1];
- const m12 = m[1 * 4 + 2];
- const m13 = m[1 * 4 + 3];
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- dst[0] = c * m00 + s * m10;
- dst[1] = c * m01 + s * m11;
- dst[2] = c * m02 + s * m12;
- dst[3] = c * m03 + s * m13;
- dst[4] = c * m10 - s * m00;
- dst[5] = c * m11 - s * m01;
- dst[6] = c * m12 - s * m02;
- dst[7] = c * m13 - s * m03;
- if (m !== dst) {
- dst[8] = m[8];
- dst[9] = m[9];
- dst[10] = m[10];
- dst[11] = m[11];
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which rotates around the given axis by the given
- * angle.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A matrix which rotates angle radians
- * around the axis.
- */
-function axisRotation(axis, angleInRadians, dst) {
- dst = dst || new MatType(16);
- let x = axis[0];
- let y = axis[1];
- let z = axis[2];
- const n = Math.sqrt(x * x + y * y + z * z);
- x /= n;
- y /= n;
- z /= n;
- const xx = x * x;
- const yy = y * y;
- const zz = z * z;
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- const oneMinusCosine = 1 - c;
- dst[0] = xx + (1 - xx) * c;
- dst[1] = x * y * oneMinusCosine + z * s;
- dst[2] = x * z * oneMinusCosine - y * s;
- dst[3] = 0;
- dst[4] = x * y * oneMinusCosine - z * s;
- dst[5] = yy + (1 - yy) * c;
- dst[6] = y * z * oneMinusCosine + x * s;
- dst[7] = 0;
- dst[8] = x * z * oneMinusCosine + y * s;
- dst[9] = y * z * oneMinusCosine - x * s;
- dst[10] = zz + (1 - zz) * c;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which rotates around the given axis by the given
- * angle. (same as axisRotation)
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns A matrix which rotates angle radians
- * around the axis.
- */
-const rotation = axisRotation;
-/**
- * Rotates the given 4-by-4 matrix around the given axis by the
- * given angle.
- * @param m - The matrix.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-function axisRotate(m, axis, angleInRadians, dst) {
- dst = dst || new MatType(16);
- let x = axis[0];
- let y = axis[1];
- let z = axis[2];
- const n = Math.sqrt(x * x + y * y + z * z);
- x /= n;
- y /= n;
- z /= n;
- const xx = x * x;
- const yy = y * y;
- const zz = z * z;
- const c = Math.cos(angleInRadians);
- const s = Math.sin(angleInRadians);
- const oneMinusCosine = 1 - c;
- const r00 = xx + (1 - xx) * c;
- const r01 = x * y * oneMinusCosine + z * s;
- const r02 = x * z * oneMinusCosine - y * s;
- const r10 = x * y * oneMinusCosine - z * s;
- const r11 = yy + (1 - yy) * c;
- const r12 = y * z * oneMinusCosine + x * s;
- const r20 = x * z * oneMinusCosine + y * s;
- const r21 = y * z * oneMinusCosine - x * s;
- const r22 = zz + (1 - zz) * c;
- const m00 = m[0];
- const m01 = m[1];
- const m02 = m[2];
- const m03 = m[3];
- const m10 = m[4];
- const m11 = m[5];
- const m12 = m[6];
- const m13 = m[7];
- const m20 = m[8];
- const m21 = m[9];
- const m22 = m[10];
- const m23 = m[11];
- dst[0] = r00 * m00 + r01 * m10 + r02 * m20;
- dst[1] = r00 * m01 + r01 * m11 + r02 * m21;
- dst[2] = r00 * m02 + r01 * m12 + r02 * m22;
- dst[3] = r00 * m03 + r01 * m13 + r02 * m23;
- dst[4] = r10 * m00 + r11 * m10 + r12 * m20;
- dst[5] = r10 * m01 + r11 * m11 + r12 * m21;
- dst[6] = r10 * m02 + r11 * m12 + r12 * m22;
- dst[7] = r10 * m03 + r11 * m13 + r12 * m23;
- dst[8] = r20 * m00 + r21 * m10 + r22 * m20;
- dst[9] = r20 * m01 + r21 * m11 + r22 * m21;
- dst[10] = r20 * m02 + r21 * m12 + r22 * m22;
- dst[11] = r20 * m03 + r21 * m13 + r22 * m23;
- if (m !== dst) {
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-/**
- * Rotates the given 4-by-4 matrix around the given axis by the
- * given angle. (same as rotate)
- * @param m - The matrix.
- * @param axis - The axis
- * about which to rotate.
- * @param angleInRadians - The angle by which to rotate (in radians).
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The rotated matrix.
- */
-const rotate = axisRotate;
-/**
- * Creates a 4-by-4 matrix which scales in each dimension by an amount given by
- * the corresponding entry in the given vector; assumes the vector has three
- * entries.
- * @param v - A vector of
- * three entries specifying the factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-function scaling(v, dst) {
- dst = dst || new MatType(16);
- dst[0] = v[0];
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = v[1];
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = v[2];
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Scales the given 4-by-4 matrix in each dimension by an amount
- * given by the corresponding entry in the given vector; assumes the vector has
- * three entries.
- * @param m - The matrix to be modified.
- * @param v - A vector of three entries specifying the
- * factor by which to scale in each dimension.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-function scale$2(m, v, dst) {
- dst = dst || new MatType(16);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- dst[0] = v0 * m[0 * 4 + 0];
- dst[1] = v0 * m[0 * 4 + 1];
- dst[2] = v0 * m[0 * 4 + 2];
- dst[3] = v0 * m[0 * 4 + 3];
- dst[4] = v1 * m[1 * 4 + 0];
- dst[5] = v1 * m[1 * 4 + 1];
- dst[6] = v1 * m[1 * 4 + 2];
- dst[7] = v1 * m[1 * 4 + 3];
- dst[8] = v2 * m[2 * 4 + 0];
- dst[9] = v2 * m[2 * 4 + 1];
- dst[10] = v2 * m[2 * 4 + 2];
- dst[11] = v2 * m[2 * 4 + 3];
- if (m !== dst) {
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-/**
- * Creates a 4-by-4 matrix which scales a uniform amount in each dimension.
- * @param s - the amount to scale
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaling matrix.
- */
-function uniformScaling(s, dst) {
- dst = dst || new MatType(16);
- dst[0] = s;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- dst[4] = 0;
- dst[5] = s;
- dst[6] = 0;
- dst[7] = 0;
- dst[8] = 0;
- dst[9] = 0;
- dst[10] = s;
- dst[11] = 0;
- dst[12] = 0;
- dst[13] = 0;
- dst[14] = 0;
- dst[15] = 1;
- return dst;
-}
-/**
- * Scales the given 4-by-4 matrix in each dimension by a uniform scale.
- * @param m - The matrix to be modified.
- * @param s - The amount to scale.
- * @param dst - matrix to hold result. If not passed a new one is created.
- * @returns The scaled matrix.
- */
-function uniformScale(m, s, dst) {
- dst = dst || new MatType(16);
- dst[0] = s * m[0 * 4 + 0];
- dst[1] = s * m[0 * 4 + 1];
- dst[2] = s * m[0 * 4 + 2];
- dst[3] = s * m[0 * 4 + 3];
- dst[4] = s * m[1 * 4 + 0];
- dst[5] = s * m[1 * 4 + 1];
- dst[6] = s * m[1 * 4 + 2];
- dst[7] = s * m[1 * 4 + 3];
- dst[8] = s * m[2 * 4 + 0];
- dst[9] = s * m[2 * 4 + 1];
- dst[10] = s * m[2 * 4 + 2];
- dst[11] = s * m[2 * 4 + 3];
- if (m !== dst) {
- dst[12] = m[12];
- dst[13] = m[13];
- dst[14] = m[14];
- dst[15] = m[15];
- }
- return dst;
-}
-
-var mat4Impl = {
- __proto__: null,
- aim: aim,
- axisRotate: axisRotate,
- axisRotation: axisRotation,
- cameraAim: cameraAim,
- clone: clone$2,
- copy: copy$2,
- create: create$2,
- determinant: determinant,
- equals: equals$2,
- equalsApproximately: equalsApproximately$2,
- fromMat3: fromMat3,
- fromQuat: fromQuat,
- frustum: frustum,
- frustumReverseZ: frustumReverseZ,
- getAxis: getAxis,
- getScaling: getScaling,
- getTranslation: getTranslation,
- identity: identity$1,
- inverse: inverse$2,
- invert: invert$1,
- lookAt: lookAt,
- mul: mul$2,
- multiply: multiply$2,
- negate: negate$1,
- ortho: ortho,
- perspective: perspective,
- perspectiveReverseZ: perspectiveReverseZ,
- rotate: rotate,
- rotateX: rotateX$1,
- rotateY: rotateY$1,
- rotateZ: rotateZ$1,
- rotation: rotation,
- rotationX: rotationX,
- rotationY: rotationY,
- rotationZ: rotationZ,
- scale: scale$2,
- scaling: scaling,
- set: set$2,
- setAxis: setAxis,
- setDefaultType: setDefaultType$3,
- setTranslation: setTranslation,
- translate: translate,
- translation: translation,
- transpose: transpose,
- uniformScale: uniformScale,
- uniformScaling: uniformScaling
-};
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- *
- * Quat4 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Quat4`. In other words you can do this
- *
- * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = quat4.create();
- * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-let QuatType = Float32Array;
-/**
- * Sets the type this library creates for a Quat4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Quat4
- */
-function setDefaultType$2(ctor) {
- const oldType = QuatType;
- QuatType = ctor;
- return oldType;
-}
-/**
- * Creates a quat4; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param w - Initial w value.
- * @returns the created vector
- */
-function create$1(x, y, z, w) {
- const dst = new QuatType(4);
- if (x !== undefined) {
- dst[0] = x;
- if (y !== undefined) {
- dst[1] = y;
- if (z !== undefined) {
- dst[2] = z;
- if (w !== undefined) {
- dst[3] = w;
- }
- }
- }
- }
- return dst;
-}
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- * Creates a Quat; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param z - Initial w value.
- * @returns the created vector
- */
-const fromValues$1 = create$1;
-/**
- * Sets the values of a Quat
- * Also see {@link quat.create} and {@link quat.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param w fourth value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-function set$1(x, y, z, w, dst) {
- dst = dst || new QuatType(4);
- dst[0] = x;
- dst[1] = y;
- dst[2] = z;
- dst[3] = w;
- return dst;
-}
-/**
- * Sets a quaternion from the given angle and axis,
- * then returns it.
- *
- * @param axis - the axis to rotate around
- * @param angleInRadians - the angle
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The quaternion that represents the given axis and angle
- **/
-function fromAxisAngle(axis, angleInRadians, dst) {
- dst = dst || new QuatType(4);
- const halfAngle = angleInRadians * 0.5;
- const s = Math.sin(halfAngle);
- dst[0] = s * axis[0];
- dst[1] = s * axis[1];
- dst[2] = s * axis[2];
- dst[3] = Math.cos(halfAngle);
- return dst;
-}
-/**
- * Gets the rotation axis and angle
- * @param q - quaternion to compute from
- * @param dst - Vec3 to hold result. If not passed in a new one is created.
- * @return angle and axis
- */
-function toAxisAngle(q, dst) {
- dst = dst || create$4(4);
- const angle = Math.acos(q[3]) * 2;
- const s = Math.sin(angle * 0.5);
- if (s > EPSILON) {
- dst[0] = q[0] / s;
- dst[1] = q[1] / s;
- dst[2] = q[2] / s;
- }
- else {
- dst[0] = 1;
- dst[1] = 0;
- dst[2] = 0;
- }
- return { angle, axis: dst };
-}
-/**
- * Returns the angle in degrees between two rotations a and b.
- * @param a - quaternion a
- * @param b - quaternion b
- * @return angle in radians between the two quaternions
- */
-function angle(a, b) {
- const d = dot$1(a, b);
- return Math.acos(2 * d * d - 1);
-}
-/**
- * Multiplies two quaternions
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-function multiply$1(a, b, dst) {
- dst = dst || new QuatType(4);
- const ax = a[0];
- const ay = a[1];
- const az = a[2];
- const aw = a[3];
- const bx = b[0];
- const by = b[1];
- const bz = b[2];
- const bw = b[3];
- dst[0] = ax * bw + aw * bx + ay * bz - az * by;
- dst[1] = ay * bw + aw * by + az * bx - ax * bz;
- dst[2] = az * bw + aw * bz + ax * by - ay * bx;
- dst[3] = aw * bw - ax * bx - ay * by - az * bz;
- return dst;
-}
-/**
- * Multiplies two quaternions
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-const mul$1 = multiply$1;
-/**
- * Rotates the given quaternion around the X axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-function rotateX(q, angleInRadians, dst) {
- dst = dst || new QuatType(4);
- const halfAngle = angleInRadians * 0.5;
- const qx = q[0];
- const qy = q[1];
- const qz = q[2];
- const qw = q[3];
- const bx = Math.sin(halfAngle);
- const bw = Math.cos(halfAngle);
- dst[0] = qx * bw + qw * bx;
- dst[1] = qy * bw + qz * bx;
- dst[2] = qz * bw - qy * bx;
- dst[3] = qw * bw - qx * bx;
- return dst;
-}
-/**
- * Rotates the given quaternion around the Y axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-function rotateY(q, angleInRadians, dst) {
- dst = dst || new QuatType(4);
- const halfAngle = angleInRadians * 0.5;
- const qx = q[0];
- const qy = q[1];
- const qz = q[2];
- const qw = q[3];
- const by = Math.sin(halfAngle);
- const bw = Math.cos(halfAngle);
- dst[0] = qx * bw - qz * by;
- dst[1] = qy * bw + qw * by;
- dst[2] = qz * bw + qx * by;
- dst[3] = qw * bw - qy * by;
- return dst;
-}
-/**
- * Rotates the given quaternion around the Z axis by the given angle.
- * @param q - quaternion to rotate
- * @param angleInRadians - The angle by which to rotate
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-function rotateZ(q, angleInRadians, dst) {
- dst = dst || new QuatType(4);
- const halfAngle = angleInRadians * 0.5;
- const qx = q[0];
- const qy = q[1];
- const qz = q[2];
- const qw = q[3];
- const bz = Math.sin(halfAngle);
- const bw = Math.cos(halfAngle);
- dst[0] = qx * bw + qy * bz;
- dst[1] = qy * bw - qx * bz;
- dst[2] = qz * bw + qw * bz;
- dst[3] = qw * bw - qz * bz;
- return dst;
-}
-/**
- * Spherically linear interpolate between two quaternions
- *
- * @param a - starting value
- * @param b - ending value
- * @param t - value where 0 = a and 1 = b
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the result of a * b
- */
-function slerp(a, b, t, dst) {
- dst = dst || new QuatType(4);
- const ax = a[0];
- const ay = a[1];
- const az = a[2];
- const aw = a[3];
- let bx = b[0];
- let by = b[1];
- let bz = b[2];
- let bw = b[3];
- let cosOmega = ax * bx + ay * by + az * bz + aw * bw;
- if (cosOmega < 0) {
- cosOmega = -cosOmega;
- bx = -bx;
- by = -by;
- bz = -bz;
- bw = -bw;
- }
- let scale0;
- let scale1;
- if (1.0 - cosOmega > EPSILON) {
- const omega = Math.acos(cosOmega);
- const sinOmega = Math.sin(omega);
- scale0 = Math.sin((1 - t) * omega) / sinOmega;
- scale1 = Math.sin(t * omega) / sinOmega;
- }
- else {
- scale0 = 1.0 - t;
- scale1 = t;
- }
- dst[0] = scale0 * ax + scale1 * bx;
- dst[1] = scale0 * ay + scale1 * by;
- dst[2] = scale0 * az + scale1 * bz;
- dst[3] = scale0 * aw + scale1 * bw;
- return dst;
-}
-/**
- * Compute the inverse of a quaternion
- *
- * @param q - quaternion to compute the inverse of
- * @returns A quaternion that is the result of a * b
- */
-function inverse$1(q, dst) {
- dst = dst || new QuatType(4);
- const a0 = q[0];
- const a1 = q[1];
- const a2 = q[2];
- const a3 = q[3];
- const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
- const invDot = dot ? 1 / dot : 0;
- dst[0] = -a0 * invDot;
- dst[1] = -a1 * invDot;
- dst[2] = -a2 * invDot;
- dst[3] = a3 * invDot;
- return dst;
-}
-/**
- * Compute the conjugate of a quaternion
- * For quaternions with a magnitude of 1 (a unit quaternion)
- * this returns the same as the inverse but is faster to calculate.
- *
- * @param q - quaternion to compute the conjugate of.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The conjugate of q
- */
-function conjugate(q, dst) {
- dst = dst || new QuatType(4);
- dst[0] = -q[0];
- dst[1] = -q[1];
- dst[2] = -q[2];
- dst[3] = q[3];
- return dst;
-}
-/**
- * Creates a quaternion from the given rotation matrix.
- *
- * The created quaternion is not normalized.
- *
- * @param m - rotation matrix
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns the result
- */
-function fromMat(m, dst) {
- dst = dst || new QuatType(4);
- /*
- 0 1 2
- 3 4 5
- 6 7 8
-
- 0 1 2
- 4 5 6
- 8 9 10
- */
- // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
- // article "Quaternion Calculus and Fast Animation".
- const trace = m[0] + m[5] + m[10];
- if (trace > 0.0) {
- // |w| > 1/2, may as well choose w > 1/2
- const root = Math.sqrt(trace + 1); // 2w
- dst[3] = 0.5 * root;
- const invRoot = 0.5 / root; // 1/(4w)
- dst[0] = (m[6] - m[9]) * invRoot;
- dst[1] = (m[8] - m[2]) * invRoot;
- dst[2] = (m[1] - m[4]) * invRoot;
- }
- else {
- // |w| <= 1/2
- let i = 0;
- if (m[5] > m[0]) {
- i = 1;
- }
- if (m[10] > m[i * 4 + i]) {
- i = 2;
- }
- const j = (i + 1) % 3;
- const k = (i + 2) % 3;
- const root = Math.sqrt(m[i * 4 + i] - m[j * 4 + j] - m[k * 4 + k] + 1.0);
- dst[i] = 0.5 * root;
- const invRoot = 0.5 / root;
- dst[3] = (m[j * 4 + k] - m[k * 4 + j]) * invRoot;
- dst[j] = (m[j * 4 + i] + m[i * 4 + j]) * invRoot;
- dst[k] = (m[k * 4 + i] + m[i * 4 + k]) * invRoot;
- }
- return dst;
-}
-/**
- * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.
- *
- * @param xAngleInRadians - angle to rotate around X axis in radians.
- * @param yAngleInRadians - angle to rotate around Y axis in radians.
- * @param zAngleInRadians - angle to rotate around Z axis in radians.
- * @param order - order to apply euler angles
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion representing the same rotation as the euler angles applied in the given order
- */
-function fromEuler(xAngleInRadians, yAngleInRadians, zAngleInRadians, order, dst) {
- dst = dst || new QuatType(4);
- const xHalfAngle = xAngleInRadians * 0.5;
- const yHalfAngle = yAngleInRadians * 0.5;
- const zHalfAngle = zAngleInRadians * 0.5;
- const sx = Math.sin(xHalfAngle);
- const cx = Math.cos(xHalfAngle);
- const sy = Math.sin(yHalfAngle);
- const cy = Math.cos(yHalfAngle);
- const sz = Math.sin(zHalfAngle);
- const cz = Math.cos(zHalfAngle);
- switch (order) {
- case 'xyz':
- dst[0] = sx * cy * cz + cx * sy * sz;
- dst[1] = cx * sy * cz - sx * cy * sz;
- dst[2] = cx * cy * sz + sx * sy * cz;
- dst[3] = cx * cy * cz - sx * sy * sz;
- break;
- case 'xzy':
- dst[0] = sx * cy * cz - cx * sy * sz;
- dst[1] = cx * sy * cz - sx * cy * sz;
- dst[2] = cx * cy * sz + sx * sy * cz;
- dst[3] = cx * cy * cz + sx * sy * sz;
- break;
- case 'yxz':
- dst[0] = sx * cy * cz + cx * sy * sz;
- dst[1] = cx * sy * cz - sx * cy * sz;
- dst[2] = cx * cy * sz - sx * sy * cz;
- dst[3] = cx * cy * cz + sx * sy * sz;
- break;
- case 'yzx':
- dst[0] = sx * cy * cz + cx * sy * sz;
- dst[1] = cx * sy * cz + sx * cy * sz;
- dst[2] = cx * cy * sz - sx * sy * cz;
- dst[3] = cx * cy * cz - sx * sy * sz;
- break;
- case 'zxy':
- dst[0] = sx * cy * cz - cx * sy * sz;
- dst[1] = cx * sy * cz + sx * cy * sz;
- dst[2] = cx * cy * sz + sx * sy * cz;
- dst[3] = cx * cy * cz - sx * sy * sz;
- break;
- case 'zyx':
- dst[0] = sx * cy * cz - cx * sy * sz;
- dst[1] = cx * sy * cz + sx * cy * sz;
- dst[2] = cx * cy * sz - sx * sy * cz;
- dst[3] = cx * cy * cz + sx * sy * sz;
- break;
- default:
- throw new Error(`Unknown rotation order: ${order}`);
- }
- return dst;
-}
-/**
- * Copies a quaternion. (same as {@link quat.clone})
- * Also see {@link quat.create} and {@link quat.set}
- * @param q - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is a copy of q
- */
-function copy$1(q, dst) {
- dst = dst || new QuatType(4);
- dst[0] = q[0];
- dst[1] = q[1];
- dst[2] = q[2];
- dst[3] = q[3];
- return dst;
-}
-/**
- * Clones a quaternion. (same as {@link quat.copy})
- * Also see {@link quat.create} and {@link quat.set}
- * @param q - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A copy of q.
- */
-const clone$1 = copy$1;
-/**
- * Adds two quaternions; assumes a and b have the same dimension.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the sum of a and b.
- */
-function add$1(a, b, dst) {
- dst = dst || new QuatType(4);
- dst[0] = a[0] + b[0];
- dst[1] = a[1] + b[1];
- dst[2] = a[2] + b[2];
- dst[3] = a[3] + b[3];
- return dst;
-}
-/**
- * Subtracts two quaternions.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the difference of a and b.
- */
-function subtract$1(a, b, dst) {
- dst = dst || new QuatType(4);
- dst[0] = a[0] - b[0];
- dst[1] = a[1] - b[1];
- dst[2] = a[2] - b[2];
- dst[3] = a[3] - b[3];
- return dst;
-}
-/**
- * Subtracts two quaternions.
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns A quaternion that is the difference of a and b.
- */
-const sub$1 = subtract$1;
-/**
- * Multiplies a quaternion by a scalar.
- * @param v - The quaternion.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-function mulScalar$1(v, k, dst) {
- dst = dst || new QuatType(4);
- dst[0] = v[0] * k;
- dst[1] = v[1] * k;
- dst[2] = v[2] * k;
- dst[3] = v[3] * k;
- return dst;
-}
-/**
- * Multiplies a quaternion by a scalar. (same as mulScalar)
- * @param v - The quaternion.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-const scale$1 = mulScalar$1;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The scaled quaternion.
- */
-function divScalar$1(v, k, dst) {
- dst = dst || new QuatType(4);
- dst[0] = v[0] / k;
- dst[1] = v[1] / k;
- dst[2] = v[2] / k;
- dst[3] = v[3] / k;
- return dst;
-}
-/**
- * Computes the dot product of two quaternions
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns dot product
- */
-function dot$1(a, b) {
- return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);
-}
-/**
- * Performs linear interpolation on two quaternions.
- * Given quaternions a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @param t - Interpolation coefficient.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-function lerp$1(a, b, t, dst) {
- dst = dst || new QuatType(4);
- dst[0] = a[0] + t * (b[0] - a[0]);
- dst[1] = a[1] + t * (b[1] - a[1]);
- dst[2] = a[2] + t * (b[2] - a[2]);
- dst[3] = a[3] + t * (b[3] - a[3]);
- return dst;
-}
-/**
- * Computes the length of quaternion
- * @param v - quaternion.
- * @returns length of quaternion.
- */
-function length$1(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);
-}
-/**
- * Computes the length of quaternion (same as length)
- * @param v - quaternion.
- * @returns length of quaternion.
- */
-const len$1 = length$1;
-/**
- * Computes the square of the length of quaternion
- * @param v - quaternion.
- * @returns square of the length of quaternion.
- */
-function lengthSq$1(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;
-}
-/**
- * Computes the square of the length of quaternion (same as lengthSq)
- * @param v - quaternion.
- * @returns square of the length of quaternion.
- */
-const lenSq$1 = lengthSq$1;
-/**
- * Divides a quaternion by its Euclidean length and returns the quotient.
- * @param v - The quaternion.
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns The normalized quaternion.
- */
-function normalize$1(v, dst) {
- dst = dst || new QuatType(4);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);
- if (len > 0.00001) {
- dst[0] = v0 / len;
- dst[1] = v1 / len;
- dst[2] = v2 / len;
- dst[3] = v3 / len;
- }
- else {
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- }
- return dst;
-}
-/**
- * Check if 2 quaternions are approximately equal
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns true if quaternions are approximately equal
- */
-function equalsApproximately$1(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON &&
- Math.abs(a[2] - b[2]) < EPSILON &&
- Math.abs(a[3] - b[3]) < EPSILON;
-}
-/**
- * Check if 2 quaternions are exactly equal
- * @param a - Operand quaternion.
- * @param b - Operand quaternion.
- * @returns true if quaternions are exactly equal
- */
-function equals$1(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
-}
-/**
- * Creates an identity quaternion
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns an identity quaternion
- */
-function identity(dst) {
- dst = dst || new QuatType(4);
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 1;
- return dst;
-}
-let tempVec3;
-let xUnitVec3;
-let yUnitVec3;
-/**
- * Computes a quaternion to represent the shortest rotation from one vector to another.
- *
- * @param aUnit - the start vector
- * @param bUnit - the end vector
- * @param dst - quaternion to hold result. If not passed in a new one is created.
- * @returns the result
- */
-function rotationTo(aUnit, bUnit, dst) {
- dst = dst || new QuatType(4);
- tempVec3 = tempVec3 || create$4();
- xUnitVec3 = xUnitVec3 || create$4(1, 0, 0);
- yUnitVec3 = yUnitVec3 || create$4(0, 1, 0);
- const dot = dot$2(aUnit, bUnit);
- if (dot < -0.999999) {
- cross(xUnitVec3, aUnit, tempVec3);
- if (len$2(tempVec3) < 0.000001) {
- cross(yUnitVec3, aUnit, tempVec3);
- }
- normalize$2(tempVec3, tempVec3);
- fromAxisAngle(tempVec3, Math.PI, dst);
- return dst;
- }
- else if (dot > 0.999999) {
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 1;
- return dst;
- }
- else {
- cross(aUnit, bUnit, tempVec3);
- dst[0] = tempVec3[0];
- dst[1] = tempVec3[1];
- dst[2] = tempVec3[2];
- dst[3] = 1 + dot;
- return normalize$1(dst, dst);
- }
-}
-let tempQuat1;
-let tempQuat2;
-/**
- * Performs a spherical linear interpolation with two control points
- *
- * @param a - the first quaternion
- * @param b - the second quaternion
- * @param c - the third quaternion
- * @param d - the fourth quaternion
- * @param t - Interpolation coefficient 0 to 1
- * @returns result
- */
-function sqlerp(a, b, c, d, t, dst) {
- dst = dst || new QuatType(4);
- tempQuat1 = tempQuat1 || new QuatType(4);
- tempQuat2 = tempQuat2 || new QuatType(4);
- slerp(a, d, t, tempQuat1);
- slerp(b, c, t, tempQuat2);
- slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);
- return dst;
-}
-
-var quatImpl = {
- __proto__: null,
- add: add$1,
- angle: angle,
- clone: clone$1,
- conjugate: conjugate,
- copy: copy$1,
- create: create$1,
- divScalar: divScalar$1,
- dot: dot$1,
- equals: equals$1,
- equalsApproximately: equalsApproximately$1,
- fromAxisAngle: fromAxisAngle,
- fromEuler: fromEuler,
- fromMat: fromMat,
- fromValues: fromValues$1,
- identity: identity,
- inverse: inverse$1,
- len: len$1,
- lenSq: lenSq$1,
- length: length$1,
- lengthSq: lengthSq$1,
- lerp: lerp$1,
- mul: mul$1,
- mulScalar: mulScalar$1,
- multiply: multiply$1,
- normalize: normalize$1,
- rotateX: rotateX,
- rotateY: rotateY,
- rotateZ: rotateZ,
- rotationTo: rotationTo,
- scale: scale$1,
- set: set$1,
- setDefaultType: setDefaultType$2,
- slerp: slerp,
- sqlerp: sqlerp,
- sub: sub$1,
- subtract: subtract$1,
- toAxisAngle: toAxisAngle
-};
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- *
- * Vec4 math functions.
- *
- * Almost all functions take an optional `dst` argument. If it is not passed in the
- * functions will create a new `Vec4`. In other words you can do this
- *
- * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.
- *
- * or
- *
- * const v = vec4.create();
- * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
- *
- * The first style is often easier but depending on where it's used it generates garbage where
- * as there is almost never allocation with the second style.
- *
- * It is always safe to pass any vector as the destination. So for example
- *
- * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
- *
- */
-let VecType = Float32Array;
-/**
- * Sets the type this library creates for a Vec4
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- * @returns previous constructor for Vec4
- */
-function setDefaultType$1(ctor) {
- const oldType = VecType;
- VecType = ctor;
- return oldType;
-}
-/**
- * Creates a vec4; may be called with x, y, z to set initial values.
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param w - Initial w value.
- * @returns the created vector
- */
-function create(x, y, z, w) {
- const dst = new VecType(4);
- if (x !== undefined) {
- dst[0] = x;
- if (y !== undefined) {
- dst[1] = y;
- if (z !== undefined) {
- dst[2] = z;
- if (w !== undefined) {
- dst[3] = w;
- }
- }
- }
- }
- return dst;
-}
-
-/*
- * Copyright 2022 Gregg Tavares
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-/**
- * Creates a vec4; may be called with x, y, z to set initial values. (same as create)
- * @param x - Initial x value.
- * @param y - Initial y value.
- * @param z - Initial z value.
- * @param z - Initial w value.
- * @returns the created vector
- */
-const fromValues = create;
-/**
- * Sets the values of a Vec4
- * Also see {@link vec4.create} and {@link vec4.copy}
- *
- * @param x first value
- * @param y second value
- * @param z third value
- * @param w fourth value
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector with its elements set.
- */
-function set(x, y, z, w, dst) {
- dst = dst || new VecType(4);
- dst[0] = x;
- dst[1] = y;
- dst[2] = z;
- dst[3] = w;
- return dst;
-}
-/**
- * Applies Math.ceil to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the ceil of each element of v.
- */
-function ceil(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.ceil(v[0]);
- dst[1] = Math.ceil(v[1]);
- dst[2] = Math.ceil(v[2]);
- dst[3] = Math.ceil(v[3]);
- return dst;
-}
-/**
- * Applies Math.floor to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the floor of each element of v.
- */
-function floor(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.floor(v[0]);
- dst[1] = Math.floor(v[1]);
- dst[2] = Math.floor(v[2]);
- dst[3] = Math.floor(v[3]);
- return dst;
-}
-/**
- * Applies Math.round to each element of vector
- * @param v - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the round of each element of v.
- */
-function round(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.round(v[0]);
- dst[1] = Math.round(v[1]);
- dst[2] = Math.round(v[2]);
- dst[3] = Math.round(v[3]);
- return dst;
-}
-/**
- * Clamp each element of vector between min and max
- * @param v - Operand vector.
- * @param max - Min value, default 0
- * @param min - Max value, default 1
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that the clamped value of each element of v.
- */
-function clamp(v, min = 0, max = 1, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.min(max, Math.max(min, v[0]));
- dst[1] = Math.min(max, Math.max(min, v[1]));
- dst[2] = Math.min(max, Math.max(min, v[2]));
- dst[3] = Math.min(max, Math.max(min, v[3]));
- return dst;
-}
-/**
- * Adds two vectors; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a and b.
- */
-function add(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] + b[0];
- dst[1] = a[1] + b[1];
- dst[2] = a[2] + b[2];
- dst[3] = a[3] + b[3];
- return dst;
-}
-/**
- * Adds two vectors, scaling the 2nd; assumes a and b have the same dimension.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param scale - Amount to scale b
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the sum of a + b * scale.
- */
-function addScaled(a, b, scale, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] + b[0] * scale;
- dst[1] = a[1] + b[1] * scale;
- dst[2] = a[2] + b[2] * scale;
- dst[3] = a[3] + b[3] * scale;
- return dst;
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-function subtract(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] - b[0];
- dst[1] = a[1] - b[1];
- dst[2] = a[2] - b[2];
- dst[3] = a[3] - b[3];
- return dst;
-}
-/**
- * Subtracts two vectors.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A vector that is the difference of a and b.
- */
-const sub = subtract;
-/**
- * Check if 2 vectors are approximately equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are approximately equal
- */
-function equalsApproximately(a, b) {
- return Math.abs(a[0] - b[0]) < EPSILON &&
- Math.abs(a[1] - b[1]) < EPSILON &&
- Math.abs(a[2] - b[2]) < EPSILON &&
- Math.abs(a[3] - b[3]) < EPSILON;
-}
-/**
- * Check if 2 vectors are exactly equal
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns true if vectors are exactly equal
- */
-function equals(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficient.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The linear interpolated result.
- */
-function lerp(a, b, t, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] + t * (b[0] - a[0]);
- dst[1] = a[1] + t * (b[1] - a[1]);
- dst[2] = a[2] + t * (b[2] - a[2]);
- dst[3] = a[3] + t * (b[3] - a[3]);
- return dst;
-}
-/**
- * Performs linear interpolation on two vectors.
- * Given vectors a and b and interpolation coefficient vector t, returns
- * a + t * (b - a).
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param t - Interpolation coefficients vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns the linear interpolated result.
- */
-function lerpV(a, b, t, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] + t[0] * (b[0] - a[0]);
- dst[1] = a[1] + t[1] * (b[1] - a[1]);
- dst[2] = a[2] + t[2] * (b[2] - a[2]);
- dst[3] = a[3] + t[3] * (b[3] - a[3]);
- return dst;
-}
-/**
- * Return max values of two vectors.
- * Given vectors a and b returns
- * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The max components vector.
- */
-function max(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.max(a[0], b[0]);
- dst[1] = Math.max(a[1], b[1]);
- dst[2] = Math.max(a[2], b[2]);
- dst[3] = Math.max(a[3], b[3]);
- return dst;
-}
-/**
- * Return min values of two vectors.
- * Given vectors a and b returns
- * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The min components vector.
- */
-function min(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = Math.min(a[0], b[0]);
- dst[1] = Math.min(a[1], b[1]);
- dst[2] = Math.min(a[2], b[2]);
- dst[3] = Math.min(a[3], b[3]);
- return dst;
-}
-/**
- * Multiplies a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function mulScalar(v, k, dst) {
- dst = dst || new VecType(4);
- dst[0] = v[0] * k;
- dst[1] = v[1] * k;
- dst[2] = v[2] * k;
- dst[3] = v[3] * k;
- return dst;
-}
-/**
- * Multiplies a vector by a scalar. (same as mulScalar)
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-const scale = mulScalar;
-/**
- * Divides a vector by a scalar.
- * @param v - The vector.
- * @param k - The scalar.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The scaled vector.
- */
-function divScalar(v, k, dst) {
- dst = dst || new VecType(4);
- dst[0] = v[0] / k;
- dst[1] = v[1] / k;
- dst[2] = v[2] / k;
- dst[3] = v[3] / k;
- return dst;
-}
-/**
- * Inverse a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-function inverse(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = 1 / v[0];
- dst[1] = 1 / v[1];
- dst[2] = 1 / v[2];
- dst[3] = 1 / v[3];
- return dst;
-}
-/**
- * Invert a vector. (same as inverse)
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The inverted vector.
- */
-const invert = inverse;
-/**
- * Computes the dot product of two vectors
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @returns dot product
- */
-function dot(a, b) {
- return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);
-}
-/**
- * Computes the length of vector
- * @param v - vector.
- * @returns length of vector.
- */
-function length(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- return Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);
-}
-/**
- * Computes the length of vector (same as length)
- * @param v - vector.
- * @returns length of vector.
- */
-const len = length;
-/**
- * Computes the square of the length of vector
- * @param v - vector.
- * @returns square of the length of vector.
- */
-function lengthSq(v) {
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- return v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3;
-}
-/**
- * Computes the square of the length of vector (same as lengthSq)
- * @param v - vector.
- * @returns square of the length of vector.
- */
-const lenSq = lengthSq;
-/**
- * Computes the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-function distance(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- const dz = a[2] - b[2];
- const dw = a[3] - b[3];
- return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
-}
-/**
- * Computes the distance between 2 points (same as distance)
- * @param a - vector.
- * @param b - vector.
- * @returns distance between a and b
- */
-const dist = distance;
-/**
- * Computes the square of the distance between 2 points
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-function distanceSq(a, b) {
- const dx = a[0] - b[0];
- const dy = a[1] - b[1];
- const dz = a[2] - b[2];
- const dw = a[3] - b[3];
- return dx * dx + dy * dy + dz * dz + dw * dw;
-}
-/**
- * Computes the square of the distance between 2 points (same as distanceSq)
- * @param a - vector.
- * @param b - vector.
- * @returns square of the distance between a and b
- */
-const distSq = distanceSq;
-/**
- * Divides a vector by its Euclidean length and returns the quotient.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The normalized vector.
- */
-function normalize(v, dst) {
- dst = dst || new VecType(4);
- const v0 = v[0];
- const v1 = v[1];
- const v2 = v[2];
- const v3 = v[3];
- const len = Math.sqrt(v0 * v0 + v1 * v1 + v2 * v2 + v3 * v3);
- if (len > 0.00001) {
- dst[0] = v0 / len;
- dst[1] = v1 / len;
- dst[2] = v2 / len;
- dst[3] = v3 / len;
- }
- else {
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- }
- return dst;
-}
-/**
- * Negates a vector.
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns -v.
- */
-function negate(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = -v[0];
- dst[1] = -v[1];
- dst[2] = -v[2];
- dst[3] = -v[3];
- return dst;
-}
-/**
- * Copies a vector. (same as {@link vec4.clone})
- * Also see {@link vec4.create} and {@link vec4.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-function copy(v, dst) {
- dst = dst || new VecType(4);
- dst[0] = v[0];
- dst[1] = v[1];
- dst[2] = v[2];
- dst[3] = v[3];
- return dst;
-}
-/**
- * Clones a vector. (same as {@link vec4.copy})
- * Also see {@link vec4.create} and {@link vec4.set}
- * @param v - The vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns A copy of v.
- */
-const clone = copy;
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-function multiply(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] * b[0];
- dst[1] = a[1] * b[1];
- dst[2] = a[2] * b[2];
- dst[3] = a[3] * b[3];
- return dst;
-}
-/**
- * Multiplies a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as mul)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of products of entries of a and b.
- */
-const mul = multiply;
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length.
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-function divide(a, b, dst) {
- dst = dst || new VecType(4);
- dst[0] = a[0] / b[0];
- dst[1] = a[1] / b[1];
- dst[2] = a[2] / b[2];
- dst[3] = a[3] / b[3];
- return dst;
-}
-/**
- * Divides a vector by another vector (component-wise); assumes a and
- * b have the same length. (same as divide)
- * @param a - Operand vector.
- * @param b - Operand vector.
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The vector of quotients of entries of a and b.
- */
-const div = divide;
-/**
- * Zero's a vector
- * @param dst - vector to hold result. If not passed in a new one is created.
- * @returns The zeroed vector.
- */
-function zero(dst) {
- dst = dst || new VecType(4);
- dst[0] = 0;
- dst[1] = 0;
- dst[2] = 0;
- dst[3] = 0;
- return dst;
-}
-/**
- * transform vec4 by 4x4 matrix
- * @param v - the vector
- * @param m - The matrix.
- * @param dst - optional vec4 to store result. If not passed a new one is created.
- * @returns the transformed vector
- */
-function transformMat4(v, m, dst) {
- dst = dst || new VecType(4);
- const x = v[0];
- const y = v[1];
- const z = v[2];
- const w = v[3];
- dst[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
- dst[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
- dst[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
- dst[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
- return dst;
-}
-/**
- * Treat a 4D vector as a direction and set it's length
- *
- * @param a The vec4 to lengthen
- * @param len The length of the resulting vector
- * @returns The lengthened vector
- */
-function setLength(a, len, dst) {
- dst = dst || new VecType(4);
- normalize(a, dst);
- return mulScalar(dst, len, dst);
-}
-/**
- * Ensure a vector is not longer than a max length
- *
- * @param a The vec4 to limit
- * @param maxLen The longest length of the resulting vector
- * @returns The vector, shortened to maxLen if it's too long
- */
-function truncate(a, maxLen, dst) {
- dst = dst || new VecType(4);
- if (length(a) > maxLen) {
- return setLength(a, maxLen, dst);
- }
- return copy(a, dst);
-}
-/**
- * Return the vector exactly between 2 endpoint vectors
- *
- * @param a Endpoint 1
- * @param b Endpoint 2
- * @returns The vector exactly residing between endpoints 1 and 2
- */
-function midpoint(a, b, dst) {
- dst = dst || new VecType(4);
- return lerp(a, b, 0.5, dst);
-}
-
-var vec4Impl = {
- __proto__: null,
- add: add,
- addScaled: addScaled,
- ceil: ceil,
- clamp: clamp,
- clone: clone,
- copy: copy,
- create: create,
- dist: dist,
- distSq: distSq,
- distance: distance,
- distanceSq: distanceSq,
- div: div,
- divScalar: divScalar,
- divide: divide,
- dot: dot,
- equals: equals,
- equalsApproximately: equalsApproximately,
- floor: floor,
- fromValues: fromValues,
- inverse: inverse,
- invert: invert,
- len: len,
- lenSq: lenSq,
- length: length,
- lengthSq: lengthSq,
- lerp: lerp,
- lerpV: lerpV,
- max: max,
- midpoint: midpoint,
- min: min,
- mul: mul,
- mulScalar: mulScalar,
- multiply: multiply,
- negate: negate,
- normalize: normalize,
- round: round,
- scale: scale,
- set: set,
- setDefaultType: setDefaultType$1,
- setLength: setLength,
- sub: sub,
- subtract: subtract,
- transformMat4: transformMat4,
- truncate: truncate,
- zero: zero
-};
-
-/**
- * Sets the type this library creates for all types
- *
- * example:
- *
- * ```
- * setDefaultType(Float64Array);
- * ```
- *
- * @param ctor - the constructor for the type. Either `Float32Array`, `Float64Array`, or `Array`
- */
-function setDefaultType(ctor) {
- setDefaultType$4(ctor);
- setDefaultType$3(ctor);
- setDefaultType$2(ctor);
- setDefaultType$6(ctor);
- setDefaultType$5(ctor);
- setDefaultType$1(ctor);
-}
-
-export { mat3Impl as mat3, mat4Impl as mat4, quatImpl as quat, setDefaultType, utils, vec2Impl as vec2, vec3Impl as vec3, vec4Impl as vec4 };
-//# sourceMappingURL=wgpu-matrix.module.js.map
diff --git a/dist/2.x/wgpu-matrix.module.js.map b/dist/2.x/wgpu-matrix.module.js.map
deleted file mode 100644
index ead4068..0000000
--- a/dist/2.x/wgpu-matrix.module.js.map
+++ /dev/null
@@ -1 +0,0 @@
-{"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(m: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\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 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 (Number.isFinite(zFar)) {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n } else {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 reverse-z 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.\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. (default = Infinity)\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */export function perspectiveReverseZ(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar = Infinity, dst?: Mat4) {\n dst = dst || new MatType(16);\n\n const f = 1 / Math.tan(fieldOfViewYInRadians * 0.5);\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] = 0;\n dst[14] = zNear;\n } else {\n const rangeInv = 1 / (zFar - zNear);\n dst[10] = zNear * 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\n/**\n * Computes a 4-by-4 reverse-z 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 1 (-near) to 0 (-far) 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 frustumReverseZ(left: number, right: number, bottom: number, top: number, near: number, far = Infinity, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\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[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (far === Infinity) {\n dst[10] = 0;\n dst[14] = near;\n } else {\n const rangeInv = 1 / (far - near);\n dst[10] = near * rangeInv;\n dst[14] = far * near * rangeInv;\n }\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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diff --git a/dist/2.x/wgpu-matrix.module.min.js b/dist/2.x/wgpu-matrix.module.min.js
deleted file mode 100644
index 6ff2975..0000000
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t=Tn;return Tn=n,t}function Fn(n,t,r,e){const o=new Tn(4);return void 0!==n&&(o[0]=n,void 0!==t&&(o[1]=t,void 0!==r&&(o[2]=r,void 0!==e&&(o[3]=e)))),o}function kn(n,t,r){return(r=r||new Tn(4))[0]=n[0]-t[0],r[1]=n[1]-t[1],r[2]=n[2]-t[2],r[3]=n[3]-t[3],r}function Dn(n,t,r,e){return(e=e||new Tn(4))[0]=n[0]+r*(t[0]-n[0]),e[1]=n[1]+r*(t[1]-n[1]),e[2]=n[2]+r*(t[2]-n[2]),e[3]=n[3]+r*(t[3]-n[3]),e}function In(n,t,r){return(r=r||new Tn(4))[0]=n[0]*t,r[1]=n[1]*t,r[2]=n[2]*t,r[3]=n[3]*t,r}function Pn(n,t){return(t=t||new Tn(4))[0]=1/n[0],t[1]=1/n[1],t[2]=1/n[2],t[3]=1/n[3],t}function Vn(n){const t=n[0],r=n[1],e=n[2],o=n[3];return Math.sqrt(t*t+r*r+e*e+o*o)}function Zn(n){const t=n[0],r=n[1],e=n[2],o=n[3];return t*t+r*r+e*e+o*o}function Ln(n,t){const r=n[0]-t[0],e=n[1]-t[1],o=n[2]-t[2],u=n[3]-t[3];return Math.sqrt(r*r+e*e+o*o+u*u)}function Rn(n,t){const r=n[0]-t[0],e=n[1]-t[1],o=n[2]-t[2],u=n[3]-t[3];return r*r+e*e+o*o+u*u}function En(n,t){t=t||new Tn(4);const r=n[0],e=n[1],o=n[2],u=n[3],a=Math.sqrt(r*r+e*e+o*o+u*u);return a>1e-5?(t[0]=r/a,t[1]=e/a,t[2]=o/a,t[3]=u/a):(t[0]=0,t[1]=0,t[2]=0,t[3]=0),t}function Xn(n,t){return(t=t||new Tn(4))[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t}function Yn(n,t,r){return(r=r||new Tn(4))[0]=n[0]*t[0],r[1]=n[1]*t[1],r[2]=n[2]*t[2],r[3]=n[3]*t[3],r}function Qn(n,t,r){return(r=r||new Tn(4))[0]=n[0]/t[0],r[1]=n[1]/t[1],r[2]=n[2]/t[2],r[3]=n[3]/t[3],r}function Nn(n,t,r){return En(n,r=r||new Tn(4)),In(r,t,r)}var Un={__proto__:null,add:function(n,t,r){return(r=r||new Tn(4))[0]=n[0]+t[0],r[1]=n[1]+t[1],r[2]=n[2]+t[2],r[3]=n[3]+t[3],r},addScaled:function(n,t,r,e){return(e=e||new Tn(4))[0]=n[0]+t[0]*r,e[1]=n[1]+t[1]*r,e[2]=n[2]+t[2]*r,e[3]=n[3]+t[3]*r,e},ceil:function(n,t){return(t=t||new Tn(4))[0]=Math.ceil(n[0]),t[1]=Math.ceil(n[1]),t[2]=Math.ceil(n[2]),t[3]=Math.ceil(n[3]),t},clamp:function(n,t=0,r=1,e){return(e=e||new Tn(4))[0]=Math.min(r,Math.max(t,n[0])),e[1]=Math.min(r,Math.max(t,n[1])),e[2]=Math.min(r,Math.max(t,n[2])),e[3]=Math.min(r,Math.max(t,n[3])),e},clone:Xn,copy:Xn,create:Fn,dist:Ln,distSq:Rn,distance:Ln,distanceSq:Rn,div:Qn,divScalar:function(n,t,r){return(r=r||new Tn(4))[0]=n[0]/t,r[1]=n[1]/t,r[2]=n[2]/t,r[3]=n[3]/t,r},divide:Qn,dot:function(n,t){return n[0]*t[0]+n[1]*t[1]+n[2]*t[2]+n[3]*t[3]},equals:function(n,t){return n[0]===t[0]&&n[1]===t[1]&&n[2]===t[2]&&n[3]===t[3]},equalsApproximately:function(t,r){return Math.abs(t[0]-r[0])t?Nn(n,t,r):Xn(n,r)},zero:function(n){return(n=n||new Tn(4))[0]=0,n[1]=0,n[2]=0,n[3]=0,n}};function jn(n){_(n),H(n),sn(n),e(n),a(n),zn(n)}export{D as mat3,an as mat4,_n as quat,jn as setDefaultType,t as utils,x as vec2,C as vec3,Un as vec4};
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-{"version":3,"file":"wgpu-matrix.module.min.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(m: Mat4, v: Vec3, axis: number, dst: Mat4): Mat4 {\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 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 (Number.isFinite(zFar)) {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n } else {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 reverse-z 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 1 (at -zNear) to 0 (at -zFar) in the z dimension.\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. (default = Infinity)\n * @param dst - matrix to hold result. If not passed a new one is created.\n * @returns The perspective matrix.\n */export function perspectiveReverseZ(fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar = Infinity, dst?: Mat4) {\n dst = dst || new MatType(16);\n\n const f = 1 / Math.tan(fieldOfViewYInRadians * 0.5);\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] = 0;\n dst[14] = zNear;\n } else {\n const rangeInv = 1 / (zFar - zNear);\n dst[10] = zNear * 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\n/**\n * Computes a 4-by-4 reverse-z 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 1 (-near) to 0 (-far) 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 frustumReverseZ(left: number, right: number, bottom: number, top: number, near: number, far = Infinity, dst?: Mat4): Mat4 {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\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[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n\n if (far === Infinity) {\n dst[10] = 0;\n dst[14] = near;\n } else {\n const rangeInv = 1 / (far - near);\n dst[10] = near * rangeInv;\n dst[14] = far * near * rangeInv;\n }\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
diff --git a/dist/3.x/mat3-impl.d.ts b/dist/3.x/mat3-impl.d.ts
new file mode 100644
index 0000000..d87b1dc
--- /dev/null
+++ b/dist/3.x/mat3-impl.d.ts
@@ -0,0 +1,36 @@
+import { Mat3Arg, Mat3Type } from './mat3';
+import { Mat4Arg } from './mat4';
+import { BaseArgType } from './types';
+export { Mat3Arg, Mat3Type };
+type Mat3Ctor = new (n: number) => T;
+export declare function getAPI(Ctor: Mat3Ctor): {
+ clone: (m: BaseArgType, dst?: T_1 | undefined) => T_1;
+ create: (v0?: number | undefined, v1?: number | undefined, v2?: number | undefined, v3?: number | undefined, v4?: number | undefined, v5?: number | undefined, v6?: number | undefined, v7?: number | undefined, v8?: number | undefined) => T;
+ set: (v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, dst?: T_2 | undefined) => T_2;
+ fromMat4: (m4: BaseArgType, dst?: T_3 | undefined) => T_3;
+ fromQuat: (q: BaseArgType, dst?: T_4 | undefined) => T_4;
+ negate: (m: BaseArgType, dst?: T_5 | undefined) => T_5;
+ copy: (m: BaseArgType, dst?: T_1 | undefined) => T_1;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ identity: (dst?: T_6 | undefined) => T_6;
+ transpose: (m: BaseArgType, dst?: T_7 | undefined) => T_7;
+ inverse: (m: BaseArgType, dst?: T_8 | undefined) => T_8;
+ invert: (m: BaseArgType, dst?: T_8 | undefined) => T_8;
+ determinant: (m: BaseArgType) => number;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_9 | undefined) => T_9;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_9 | undefined) => T_9;
+ setTranslation: (a: BaseArgType, v: BaseArgType, dst?: T_10 | undefined) => T_10;
+ getTranslation: (m: BaseArgType, dst?: T_11 | undefined) => T_11;
+ getAxis: (m: BaseArgType, axis: number, dst?: T_12 | undefined) => T_12;
+ setAxis: (m: BaseArgType, v: BaseArgType, axis: number, dst?: T_13 | undefined) => T_13;
+ getScaling: (m: BaseArgType, dst?: T_14 | undefined) => T | T_14;
+ translation: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ translate: (m: BaseArgType, v: BaseArgType, dst?: T_16 | undefined) => T_16;
+ rotation: (angleInRadians: number, dst?: T_17 | undefined) => T_17;
+ rotate: (m: BaseArgType, angleInRadians: number, dst?: T_18 | undefined) => T_18;
+ scaling: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ scale: (m: BaseArgType, v: BaseArgType, dst?: T_20 | undefined) => T_20;
+ uniformScaling: (s: number, dst?: T_21 | undefined) => T_21;
+ uniformScale: (m: BaseArgType, s: number, dst?: T_22 | undefined) => T_22;
+};
diff --git a/dist/3.x/mat3.d.ts b/dist/3.x/mat3.d.ts
new file mode 100644
index 0000000..83bfc95
--- /dev/null
+++ b/dist/3.x/mat3.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 12 values, a Float32Array with 12 values, or a Float64Array with 12 values.
+ */
+export type Mat3Arg = BaseArgType;
+/**
+ * A specific concrete 3x3 element vector.
+ */
+export type Mat3Type = T;
diff --git a/dist/3.x/mat4-impl.d.ts b/dist/3.x/mat4-impl.d.ts
new file mode 100644
index 0000000..a59abb3
--- /dev/null
+++ b/dist/3.x/mat4-impl.d.ts
@@ -0,0 +1,51 @@
+import { Mat4Arg, Mat4Type } from './mat4';
+import { BaseArgType } from './types';
+export { Mat4Arg, Mat4Type };
+type Mat4Ctor = new (n: number) => T;
+export declare function getAPI(Ctor: Mat4Ctor): {
+ create: (v0?: number | undefined, v1?: number | undefined, v2?: number | undefined, v3?: number | undefined, v4?: number | undefined, v5?: number | undefined, v6?: number | undefined, v7?: number | undefined, v8?: number | undefined, v9?: number | undefined, v10?: number | undefined, v11?: number | undefined, v12?: number | undefined, v13?: number | undefined, v14?: number | undefined, v15?: number | undefined) => T;
+ set: (v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, dst?: T_1 | undefined) => T_1;
+ fromMat3: (m3: BaseArgType, dst?: T_2 | undefined) => T_2;
+ fromQuat: (q: BaseArgType, dst?: T_3 | undefined) => T_3;
+ negate: (m: BaseArgType, dst?: T_4 | undefined) => T_4;
+ copy: (m: BaseArgType, dst?: T_5 | undefined) => T_5;
+ clone: (m: BaseArgType, dst?: T_5 | undefined) => T_5;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ identity: (dst?: T_6 | undefined) => T_6;
+ transpose: (m: BaseArgType, dst?: T_7 | undefined) => T_7;
+ inverse: (m: BaseArgType, dst?: T_8 | undefined) => T_8;
+ determinant: (m: BaseArgType) => number;
+ invert: (m: BaseArgType, dst?: T_8 | undefined) => T_8;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_9 | undefined) => T_9;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_9 | undefined) => T_9;
+ setTranslation: (a: BaseArgType, v: BaseArgType, dst?: T_10 | undefined) => T_10;
+ getTranslation: (m: BaseArgType, dst?: T_11 | undefined) => T_11;
+ getAxis: (m: BaseArgType, axis: number, dst?: T_12 | undefined) => T | T_12;
+ setAxis: (m: BaseArgType, v: BaseArgType, axis: number, dst: T_13) => T_13;
+ getScaling: (m: BaseArgType, dst?: T_14 | undefined) => T_14;
+ perspective: (fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar: number, dst?: T_15 | undefined) => T_15;
+ perspectiveReverseZ: (fieldOfViewYInRadians: number, aspect: number, zNear: number, zFar?: number, dst?: T_16 | undefined) => T_16;
+ ortho: (left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T_17 | undefined) => T_17;
+ frustum: (left: number, right: number, bottom: number, top: number, near: number, far: number, dst?: T_18 | undefined) => T_18;
+ frustumReverseZ: (left: number, right: number, bottom: number, top: number, near: number, far?: number, dst?: T_19 | undefined) => T_19;
+ aim: (position: BaseArgType, target: BaseArgType, up: BaseArgType, dst?: T_20 | undefined) => T_20;
+ cameraAim: (eye: BaseArgType, target: BaseArgType, up: BaseArgType, dst?: T_21 | undefined) => T_21;
+ lookAt: (eye: BaseArgType, target: BaseArgType, up: BaseArgType, dst?: T_22 | undefined) => T_22;
+ translation: (v: BaseArgType, dst?: T_23 | undefined) => T_23;
+ translate: (m: BaseArgType, v: BaseArgType, dst?: T_24 | undefined) => T_24;
+ rotationX: (angleInRadians: number, dst?: T_25 | undefined) => T_25;
+ rotateX: (m: BaseArgType, angleInRadians: number, dst?: T_26 | undefined) => T_26;
+ rotationY: (angleInRadians: number, dst?: T_27 | undefined) => T_27;
+ rotateY: (m: BaseArgType, angleInRadians: number, dst?: T_28 | undefined) => T_28;
+ rotationZ: (angleInRadians: number, dst?: T_29 | undefined) => T_29;
+ rotateZ: (m: BaseArgType, angleInRadians: number, dst?: T_30 | undefined) => T_30;
+ axisRotation: (axis: BaseArgType, angleInRadians: number, dst?: T_31 | undefined) => T_31;
+ rotation: (axis: BaseArgType, angleInRadians: number, dst?: T_31 | undefined) => T_31;
+ axisRotate: (m: BaseArgType, axis: BaseArgType, angleInRadians: number, dst?: T_32 | undefined) => T_32;
+ rotate: (m: BaseArgType, axis: BaseArgType, angleInRadians: number, dst?: T_32 | undefined) => T_32;
+ scaling: (v: BaseArgType, dst?: T_33 | undefined) => T_33;
+ scale: (m: BaseArgType, v: BaseArgType, dst?: T_34 | undefined) => T_34;
+ uniformScaling: (s: number, dst?: T_35 | undefined) => T_35;
+ uniformScale: (m: BaseArgType, s: number, dst?: T_36 | undefined) => T_36;
+};
diff --git a/dist/3.x/mat4.d.ts b/dist/3.x/mat4.d.ts
new file mode 100644
index 0000000..570ed4a
--- /dev/null
+++ b/dist/3.x/mat4.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 16 values, a Float32Array with 16 values, or a Float64Array with 16 values.
+ */
+export type Mat4Arg = BaseArgType;
+/**
+ * A specific concrete 4x4 Matrix Type
+ */
+export type Mat4Type = T;
diff --git a/dist/3.x/quat-impl.d.ts b/dist/3.x/quat-impl.d.ts
new file mode 100644
index 0000000..fa5ea56
--- /dev/null
+++ b/dist/3.x/quat-impl.d.ts
@@ -0,0 +1,68 @@
+import { QuatArg, QuatType } from './quat';
+import { BaseArgType } from './types';
+export { QuatArg, QuatType };
+type QuatCtor = new (n: number) => T;
+export type RotationOrder = 'xyz' | 'xzy' | 'yxz' | 'yzx' | 'zxy' | 'zyx';
+/**
+ *
+ * Quat4 math functions.
+ *
+ * Almost all functions take an optional `newDst` argument. If it is not passed in the
+ * functions will create a new `Quat4`. In other words you can do this
+ *
+ * const v = quat4.cross(v1, v2); // Creates a new Quat4 with the cross product of v1 x v2.
+ *
+ * or
+ *
+ * const v = quat4.create();
+ * quat4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
+ *
+ * The first style is often easier but depending on where it's used it generates garbage where
+ * as there is almost never allocation with the second style.
+ *
+ * It is always safe to pass any vector as the destination. So for example
+ *
+ * quat4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
+ *
+ */
+export declare function getAPI(Ctor: QuatCtor): {
+ create: (x?: number | undefined, y?: number | undefined, z?: number | undefined, w?: number | undefined) => T;
+ fromValues: (x?: number | undefined, y?: number | undefined, z?: number | undefined, w?: number | undefined) => T;
+ set: (x: number, y: number, z: number, w: number, dst?: T_1 | undefined) => T_1;
+ fromAxisAngle: (axis: BaseArgType, angleInRadians: number, dst?: T_2 | undefined) => T_2;
+ toAxisAngle: (q: BaseArgType, dst?: T_3 | undefined) => {
+ angle: number;
+ axis: T_3;
+ };
+ angle: (a: BaseArgType, b: BaseArgType) => number;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_4 | undefined) => T_4;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_4 | undefined) => T_4;
+ rotateX: (q: BaseArgType, angleInRadians: number, dst?: T_5 | undefined) => T_5;
+ rotateY: (q: BaseArgType, angleInRadians: number, dst?: T_6 | undefined) => T_6;
+ rotateZ: (q: BaseArgType, angleInRadians: number, dst?: T_7 | undefined) => T_7;
+ slerp: (a: BaseArgType, b: BaseArgType, t: number, dst?: T_8 | undefined) => T_8;
+ inverse: (q: BaseArgType, dst?: T_9 | undefined) => T_9;
+ conjugate: (q: BaseArgType, dst?: T_10 | undefined) => T_10;
+ fromMat: (m: BaseArgType, dst?: T_11 | undefined) => T_11;
+ fromEuler: (xAngleInRadians: number, yAngleInRadians: number, zAngleInRadians: number, order: RotationOrder, dst?: T_12 | undefined) => T_12;
+ copy: (q: BaseArgType, dst?: T_13 | undefined) => T_13;
+ clone: (q: BaseArgType, dst?: T_13 | undefined) => T_13;
+ add: (a: BaseArgType, b: BaseArgType, dst?: T_14 | undefined) => T_14;
+ subtract: (a: BaseArgType, b: BaseArgType, dst?: T_15 | undefined) => T_15;
+ sub: (a: BaseArgType, b: BaseArgType, dst?: T_15 | undefined) => T_15;
+ mulScalar: (v: BaseArgType, k: number, dst?: T_16 | undefined) => T_16;
+ scale: (v: BaseArgType, k: number, dst?: T_16 | undefined) => T_16;
+ divScalar: (v: BaseArgType, k: number, dst?: T_17 | undefined) => T_17;
+ dot: (a: BaseArgType, b: BaseArgType) => number;
+ lerp: (a: BaseArgType, b: BaseArgType, t: number, dst?: T_18 | undefined) => T_18;
+ length: (v: BaseArgType) => number;
+ len: (v: BaseArgType) => number;
+ lengthSq: (v: BaseArgType) => number;
+ lenSq: (v: BaseArgType) => number;
+ normalize: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ identity: (dst?: T_20 | undefined) => T_20;
+ rotationTo: (aUnit: BaseArgType, bUnit: BaseArgType, dst?: T_21 | undefined) => T_21;
+ sqlerp: (a: BaseArgType, b: BaseArgType, c: BaseArgType, d: BaseArgType, t: number, dst?: T_22 | undefined) => T_22;
+};
diff --git a/dist/3.x/quat.d.ts b/dist/3.x/quat.d.ts
new file mode 100644
index 0000000..2e69cc9
--- /dev/null
+++ b/dist/3.x/quat.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 4 values, a Float32Array with 4 values, or a Float64Array with 4 values.
+ */
+export type QuatArg = BaseArgType;
+/**
+ * A specific concrete 4x4 Matrix Type
+ */
+export type QuatType = T;
diff --git a/dist/3.x/types.d.ts b/dist/3.x/types.d.ts
new file mode 100644
index 0000000..06e5762
--- /dev/null
+++ b/dist/3.x/types.d.ts
@@ -0,0 +1,19 @@
+/**
+ * The types you can pass to most functions that take an
+ * array of numbers.
+ */
+export type BaseArgType = Float32Array | Float64Array | number[];
+export declare const ZeroArray: {
+ (arrayLength: number): number[];
+ (...items: number[]): number[];
+ new (arrayLength: number): number[];
+ new (...items: number[]): number[];
+ isArray(arg: any): arg is any[];
+ readonly prototype: any[];
+ from(arrayLike: ArrayLike): T[];
+ from(arrayLike: ArrayLike, mapfn: (v: T_1, k: number) => U, thisArg?: any): U[];
+ from(iterable: Iterable | ArrayLike): T_2[];
+ from(iterable: Iterable | ArrayLike, mapfn: (v: T_3, k: number) => U_1, thisArg?: any): U_1[];
+ of(...items: T_4[]): T_4[];
+ readonly [Symbol.species]: ArrayConstructor;
+};
diff --git a/dist/2.x/utils.d.ts b/dist/3.x/utils.d.ts
similarity index 100%
rename from dist/2.x/utils.d.ts
rename to dist/3.x/utils.d.ts
diff --git a/dist/3.x/vec2-impl.d.ts b/dist/3.x/vec2-impl.d.ts
new file mode 100644
index 0000000..21e1dda
--- /dev/null
+++ b/dist/3.x/vec2-impl.d.ts
@@ -0,0 +1,55 @@
+import { Vec2Arg, Vec2Type } from './vec2';
+import { BaseArgType } from './types';
+export { Vec2Arg, Vec2Type };
+type Vec2Ctor = new (n: number) => T;
+export declare function getAPI(Ctor: Vec2Ctor): {
+ create: (x?: number, y?: number) => T;
+ fromValues: (x?: number, y?: number) => T;
+ set: (x: number, y: number, dst?: T_1 | undefined) => T_1;
+ ceil: (v: BaseArgType, dst?: T_2 | undefined) => T_2;
+ floor: (v: BaseArgType, dst?: T_3 | undefined) => T_3;
+ round: (v: BaseArgType, dst?: T_4 | undefined) => T_4;
+ clamp: (v: BaseArgType, min?: number, max?: number, dst?: T_5 | undefined) => T_5;
+ add: (a: BaseArgType, b: BaseArgType, dst?: T_6 | undefined) => T_6;
+ addScaled: (a: BaseArgType, b: BaseArgType, scale: number, dst?: T_7 | undefined) => T_7;
+ angle: (a: BaseArgType, b: BaseArgType) => number;
+ subtract: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ sub: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ lerp: (a: BaseArgType, b: BaseArgType, t: number, dst?: T_9 | undefined) => T_9;
+ lerpV: (a: BaseArgType, b: BaseArgType, t: BaseArgType, dst?: T_10 | undefined) => T_10;
+ max: (a: BaseArgType, b: BaseArgType, dst?: T_11 | undefined) => T_11;
+ min: (a: BaseArgType, b: BaseArgType, dst?: T_12 | undefined) => T_12;
+ mulScalar: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ scale: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ divScalar: (v: BaseArgType, k: number, dst?: T_14 | undefined) => T_14;
+ inverse: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ invert: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ cross: (a: BaseArgType, b: BaseArgType, dst?: T_16 | undefined) => T_16;
+ dot: (a: BaseArgType, b: BaseArgType) => number;
+ length: (v: BaseArgType) => number;
+ len: (v: BaseArgType) => number;
+ lengthSq: (v: BaseArgType) => number;
+ lenSq: (v: BaseArgType) => number;
+ distance: (a: BaseArgType, b: BaseArgType) => number;
+ dist: (a: BaseArgType, b: BaseArgType) => number;
+ distanceSq: (a: BaseArgType, b: BaseArgType) => number;
+ distSq: (a: BaseArgType, b: BaseArgType) => number;
+ normalize: (v: BaseArgType, dst?: T_17 | undefined) => T_17;
+ negate: (v: BaseArgType, dst?: T_18 | undefined) => T_18;
+ copy: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ clone: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ divide: (a: BaseArgType, b: BaseArgType, dst?: T_21 | undefined) => T_21;
+ div: (a: BaseArgType, b: BaseArgType, dst?: T_21 | undefined) => T_21;
+ random: (scale?: number, dst?: T_22 | undefined) => T_22;
+ zero: (dst?: T_23 | undefined) => T_23;
+ transformMat4: (v: BaseArgType, m: BaseArgType, dst?: T_24 | undefined) => T_24;
+ transformMat3: (v: BaseArgType, m: BaseArgType, dst?: T_25 | undefined) => T_25;
+ rotate: (a: BaseArgType, b: BaseArgType, rad: number, dst?: T_26 | undefined) => T_26;
+ setLength: (a: BaseArgType, len: number, dst?: T_27 | undefined) => T_27;
+ truncate: (a: BaseArgType, maxLen: number, dst?: T_28 | undefined) => T_28;
+ midpoint: (a: BaseArgType, b: BaseArgType, dst?: T_29 | undefined) => T_29;
+};
diff --git a/dist/3.x/vec2.d.ts b/dist/3.x/vec2.d.ts
new file mode 100644
index 0000000..b6a756b
--- /dev/null
+++ b/dist/3.x/vec2.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 2 values, a Float32Array with 2 values, or a Float64Array with 2 values.
+ */
+export type Vec2Arg = BaseArgType;
+/**
+ * A specific concrete 2 element vector.
+ */
+export type Vec2Type = T;
diff --git a/dist/3.x/vec3-impl.d.ts b/dist/3.x/vec3-impl.d.ts
new file mode 100644
index 0000000..41fcd10
--- /dev/null
+++ b/dist/3.x/vec3-impl.d.ts
@@ -0,0 +1,63 @@
+import { Vec3Arg, Vec3Type } from './vec3';
+import { Mat4Arg } from './mat4';
+import { BaseArgType } from './types';
+export { Vec3Arg, Vec3Type };
+type Vec3Ctor = new (n: number) => T;
+export declare function getAPI(Ctor: Vec3Ctor): {
+ create: (x?: number | undefined, y?: number | undefined, z?: number | undefined) => T;
+ fromValues: (x?: number | undefined, y?: number | undefined, z?: number | undefined) => T;
+ set: (x: number, y: number, z: number, dst?: T_1 | undefined) => T_1;
+ ceil: (v: BaseArgType, dst?: T_2 | undefined) => T_2;
+ floor: (v: BaseArgType, dst?: T_3 | undefined) => T_3;
+ round: (v: BaseArgType, dst?: T_4 | undefined) => T_4;
+ clamp: (v: BaseArgType, min?: number, max?: number, dst?: T_5 | undefined) => T_5;
+ add: (a: BaseArgType, b: BaseArgType, dst?: T_6 | undefined) => T_6;
+ addScaled: (a: BaseArgType, b: BaseArgType, scale: number, dst?: T_7 | undefined) => T_7;
+ angle: (a: BaseArgType, b: BaseArgType) => number;
+ subtract: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ sub: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ lerp: (a: BaseArgType, b: BaseArgType, t: number, dst?: T_9 | undefined) => T_9;
+ lerpV: (a: BaseArgType, b: BaseArgType, t: BaseArgType, dst?: T_10 | undefined) => T_10;
+ max: (a: BaseArgType, b: BaseArgType, dst?: T_11 | undefined) => T_11;
+ min: (a: BaseArgType, b: BaseArgType, dst?: T_12 | undefined) => T_12;
+ mulScalar: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ scale: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ divScalar: (v: BaseArgType, k: number, dst?: T_14 | undefined) => T_14;
+ inverse: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ invert: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ cross: (a: BaseArgType, b: BaseArgType, dst?: T_16 | undefined) => T_16;
+ dot: (a: BaseArgType, b: BaseArgType) => number;
+ length: (v: BaseArgType) => number;
+ len: (v: BaseArgType) => number;
+ lengthSq: (v: BaseArgType) => number;
+ lenSq: (v: BaseArgType) => number;
+ distance: (a: BaseArgType, b: BaseArgType) => number;
+ dist: (a: BaseArgType, b: BaseArgType) => number;
+ distanceSq: (a: BaseArgType, b: BaseArgType) => number;
+ distSq: (a: BaseArgType, b: BaseArgType) => number;
+ normalize: (v: BaseArgType, dst?: T_17 | undefined) => T_17;
+ negate: (v: BaseArgType, dst?: T_18 | undefined) => T_18;
+ copy: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ clone: (v: BaseArgType, dst?: T_19 | undefined) => T_19;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ divide: (a: BaseArgType, b: BaseArgType, dst?: T_21 | undefined) => T_21;
+ div: (a: BaseArgType, b: BaseArgType, dst?: T_21 | undefined) => T_21;
+ random: (scale?: number, dst?: T_22 | undefined) => T_22;
+ zero: (dst?: T_23 | undefined) => T_23;
+ transformMat4: (v: BaseArgType, m: BaseArgType, dst?: T_24 | undefined) => T_24;
+ transformMat4Upper3x3: (v: BaseArgType, m: BaseArgType, dst?: T_25 | undefined) => T_25;
+ transformMat3: (v: BaseArgType, m: BaseArgType, dst?: T_26 | undefined) => T_26;
+ transformQuat: (v: BaseArgType, q: BaseArgType, dst?: T_27 | undefined) => T_27;
+ getTranslation: (m: BaseArgType, dst?: T_28 | undefined) => T_28;
+ getAxis: (m: BaseArgType, axis: number, dst?: T_29 | undefined) => T_29;
+ getScaling: (m: BaseArgType, dst?: T_30 | undefined) => T_30;
+ rotateX: (a: BaseArgType, b: BaseArgType, rad: number, dst?: T_31 | undefined) => T_31;
+ rotateY: (a: BaseArgType, b: BaseArgType, rad: number, dst?: T_32 | undefined) => T_32;
+ rotateZ: (a: BaseArgType, b: BaseArgType, rad: number, dst?: T_33 | undefined) => T_33;
+ setLength: (a: BaseArgType, len: number, dst?: T_34 | undefined) => T_34;
+ truncate: (a: BaseArgType, maxLen: number, dst?: T_35 | undefined) => T_35;
+ midpoint: (a: BaseArgType, b: BaseArgType, dst?: T_36 | undefined) => T_36;
+};
diff --git a/dist/3.x/vec3.d.ts b/dist/3.x/vec3.d.ts
new file mode 100644
index 0000000..8a62510
--- /dev/null
+++ b/dist/3.x/vec3.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 3 values, a Float32Array with 3 values, or a Float64Array with 3 values.
+ */
+export type Vec3Arg = BaseArgType;
+/**
+ * A specific concrete 3 element vector.
+ */
+export type Vec3Type = T;
diff --git a/dist/3.x/vec4-impl.d.ts b/dist/3.x/vec4-impl.d.ts
new file mode 100644
index 0000000..f3be2f4
--- /dev/null
+++ b/dist/3.x/vec4-impl.d.ts
@@ -0,0 +1,73 @@
+import { Vec4Arg, Vec4Type } from './vec4';
+import { Mat4Arg } from './mat4';
+import { BaseArgType } from './types';
+export { Vec4Arg, Vec4Type };
+type Vec4Ctor = new (n: number) => T;
+/**
+ *
+ * Vec4 math functions.
+ *
+ * Almost all functions take an optional `newDst` argument. If it is not passed in the
+ * functions will create a new `Vec4`. In other words you can do this
+ *
+ * const v = vec4.cross(v1, v2); // Creates a new Vec4 with the cross product of v1 x v2.
+ *
+ * or
+ *
+ * const v = vec4.create();
+ * vec4.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
+ *
+ * The first style is often easier but depending on where it's used it generates garbage where
+ * as there is almost never allocation with the second style.
+ *
+ * It is always safe to pass any vector as the destination. So for example
+ *
+ * vec4.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
+ *
+ */
+export declare function getAPI(Ctor: Vec4Ctor): {
+ create: (x?: number | undefined, y?: number | undefined, z?: number | undefined, w?: number | undefined) => T;
+ fromValues: (x?: number | undefined, y?: number | undefined, z?: number | undefined, w?: number | undefined) => T;
+ set: (x: number, y: number, z: number, w: number, dst?: T_1 | undefined) => T_1;
+ ceil: (v: BaseArgType, dst?: T_2 | undefined) => T_2;
+ floor: (v: BaseArgType, dst?: T_3 | undefined) => T_3;
+ round: (v: BaseArgType, dst?: T_4 | undefined) => T_4;
+ clamp: (v: BaseArgType, min?: number, max?: number, dst?: T_5 | undefined) => T_5;
+ add: (a: BaseArgType, b: BaseArgType, dst?: T_6 | undefined) => T_6;
+ addScaled: (a: BaseArgType, b: BaseArgType, scale: number, dst?: T_7 | undefined) => T_7;
+ subtract: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ sub: (a: BaseArgType, b: BaseArgType, dst?: T_8 | undefined) => T_8;
+ equalsApproximately: (a: BaseArgType, b: BaseArgType) => boolean;
+ equals: (a: BaseArgType, b: BaseArgType) => boolean;
+ lerp: (a: BaseArgType, b: BaseArgType, t: number, dst?: T_9 | undefined) => T_9;
+ lerpV: (a: BaseArgType, b: BaseArgType, t: BaseArgType, dst?: T_10 | undefined) => T_10;
+ max: (a: BaseArgType, b: BaseArgType, dst?: T_11 | undefined) => T_11;
+ min: (a: BaseArgType, b: BaseArgType, dst?: T_12 | undefined) => T_12;
+ mulScalar: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ scale: (v: BaseArgType, k: number, dst?: T_13 | undefined) => T_13;
+ divScalar: (v: BaseArgType, k: number, dst?: T_14 | undefined) => T_14;
+ inverse: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ invert: (v: BaseArgType, dst?: T_15 | undefined) => T_15;
+ dot: (a: BaseArgType, b: BaseArgType) => number;
+ length: (v: BaseArgType) => number;
+ len: (v: BaseArgType) => number;
+ lengthSq: (v: BaseArgType) => number;
+ lenSq: (v: BaseArgType) => number;
+ distance: (a: BaseArgType, b: BaseArgType) => number;
+ dist: (a: BaseArgType, b: BaseArgType) => number;
+ distanceSq: (a: BaseArgType, b: BaseArgType) => number;
+ distSq: (a: BaseArgType, b: BaseArgType) => number;
+ normalize: (v: BaseArgType, dst?: T_16 | undefined) => T_16;
+ negate: (v: BaseArgType, dst?: T_17 | undefined) => T_17;
+ copy: (v: BaseArgType, dst?: T_18 | undefined) => T_18;
+ clone: (v: BaseArgType, dst?: T_18 | undefined) => T_18;
+ multiply: (a: BaseArgType, b: BaseArgType, dst?: T_19 | undefined) => T_19;
+ mul: (a: BaseArgType, b: BaseArgType, dst?: T_19 | undefined) => T_19;
+ divide: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ div: (a: BaseArgType, b: BaseArgType, dst?: T_20 | undefined) => T_20;
+ zero: (dst?: T_21 | undefined) => T_21;
+ transformMat4: (v: BaseArgType, m: BaseArgType, dst?: T_22 | undefined) => T_22;
+ setLength: (a: BaseArgType, len: number, dst?: T_23 | undefined) => T_23;
+ truncate: (a: BaseArgType, maxLen: number, dst?: T_24 | undefined) => T_24;
+ midpoint: (a: BaseArgType, b: BaseArgType, dst?: T_25 | undefined) => T_25;
+};
diff --git a/dist/3.x/vec4.d.ts b/dist/3.x/vec4.d.ts
new file mode 100644
index 0000000..574dbda
--- /dev/null
+++ b/dist/3.x/vec4.d.ts
@@ -0,0 +1,9 @@
+import { BaseArgType } from "./types";
+/**
+ * A JavaScript array with 4 values, a Float32Array with 4 values, or a Float64Array with 4 values.
+ */
+export type Vec4Arg = BaseArgType;
+/**
+ * A specific concrete 4 element vector.
+ */
+export type Vec4Type = T;
diff --git a/dist/3.x/wgpu-matrix.d.ts b/dist/3.x/wgpu-matrix.d.ts
new file mode 100644
index 0000000..6072c3a
--- /dev/null
+++ b/dist/3.x/wgpu-matrix.d.ts
@@ -0,0 +1,847 @@
+import { BaseArgType } from './types';
+import { Mat3Arg, Mat3Type } from './mat3-impl';
+import { Mat4Arg, Mat4Type } from './mat4-impl';
+import { QuatArg, QuatType, RotationOrder } from './quat-impl';
+import { Vec2Arg, Vec2Type } from './vec2-impl';
+import { Vec3Arg, Vec3Type } from './vec3-impl';
+import { Vec4Arg, Vec4Type } from './vec4-impl';
+import * as utils from './utils';
+export { RotationOrder, utils, BaseArgType, Mat3Arg, Mat4Arg, QuatArg, Vec2Arg, Vec3Arg, Vec4Arg, Mat3Type, Mat4Type, QuatType, Vec2Type, Vec3Type, Vec4Type, };
+export type BaseCtor = new (n: number) => T;
+export type Mat3 = Mat3Type