From 9d9287ea0e058fe7df6b051edb6072703c25f6fb Mon Sep 17 00:00:00 2001 From: kainino0x Date: Wed, 29 May 2024 16:49:54 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20gh-pages=20from=20=20@=20bf794?= =?UTF-8?q?8f4d24bf64c0b15dd05c78aafcd09abb51b=20=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets/img/cubemap/credit.txt | 1 + main.js | 2 +- sample/cubemap/main.js | 8 ++++++-- sample/cubemap/main.js.map | 2 +- sample/cubemap/meta.ts | 2 +- sample/cubemap/sampleCubemap.frag.wgsl | 8 ++++++-- 6 files changed, 16 insertions(+), 7 deletions(-) create mode 100644 assets/img/cubemap/credit.txt diff --git a/assets/img/cubemap/credit.txt b/assets/img/cubemap/credit.txt new file mode 100644 index 00000000..de98f1c6 --- /dev/null +++ b/assets/img/cubemap/credit.txt @@ -0,0 +1 @@ +Cubemap image available under a Creative Commons Attribution 3.0 Unported License at https://www.humus.name/index.php?page=Textures&ID=58 diff --git a/main.js b/main.js index b53f92e3..942b59cb 100644 --- a/main.js +++ b/main.js @@ -155,7 +155,7 @@ is used to draw instanced particles.', var cubemap = { name: 'Cubemap', - description: 'This example shows how to render and sample from a cubemap texture.', + description: 'This example shows how to render and sample from a cubemap texture. Cubemap image available under a Creative Commons Attribution 3.0 Unported License at https://www.humus.name/index.php?page=Textures&ID=58', filename: "sample/cubemap", sources: [ { path: 'main.ts' }, diff --git a/sample/cubemap/main.js b/sample/cubemap/main.js index c7aa7007..edebfd69 100644 --- a/sample/cubemap/main.js +++ b/sample/cubemap/main.js @@ -2604,9 +2604,13 @@ fn main( @location(1) fragPosition: vec4f ) -> @location(0) vec4f { // Our camera and the skybox cube are both centered at (0, 0, 0) - // so we can use the cube geomtry position to get viewing vector to sample the cube texture. - // The magnitude of the vector doesn't matter. + // so we can use the cube geometry position to get viewing vector to sample + // the cube texture. The magnitude of the vector doesn't matter. var cubemapVec = fragPosition.xyz - vec3(0.5); + // When viewed from the inside, cubemaps are left-handed (z away from viewer), + // but common camera matrix convention results in a right-handed world space + // (z toward viewer), so we have to flip it. + cubemapVec.z *= -1; return textureSample(myTexture, mySampler, cubemapVec); } `; diff --git a/sample/cubemap/main.js.map b/sample/cubemap/main.js.map index 87c3689c..a9b3948a 100644 --- a/sample/cubemap/main.js.map +++ b/sample/cubemap/main.js.map @@ -1 +1 @@ -{"version":3,"file":"main.js","sources":["../../../node_modules/wgpu-matrix/dist/2.x/wgpu-matrix.module.js","../../../../../meshes/cube.ts","../../../../../sample/cubemap/main.ts"],"sourcesContent":["/* wgpu-matrix@2.8.0, license MIT */\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 */\nlet EPSILON = 0.000001;\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 */\nfunction setEpsilon(v) {\n const old = EPSILON;\n EPSILON = v;\n return old;\n}\n/**\n * Convert degrees to radians\n * @param degrees - Angle in degrees\n * @returns angle converted to radians\n */\nfunction degToRad(degrees) {\n return degrees * Math.PI / 180;\n}\n/**\n * Convert radians to degrees\n * @param radians - Angle in radians\n * @returns angle converted to degrees\n */\nfunction radToDeg(radians) {\n return radians * 180 / Math.PI;\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 */\nfunction lerp$4(a, b, t) {\n return a + (b - a) * t;\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 */\nfunction inverseLerp(a, b, v) {\n const d = b - a;\n return (Math.abs(b - a) < EPSILON)\n ? a\n : (v - a) / d;\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 */\nfunction euclideanModulo(n, m) {\n return ((n % m) + m) % m;\n}\n\nvar utils = /*#__PURE__*/Object.freeze({\n __proto__: null,\n get EPSILON () { return EPSILON; },\n degToRad: degToRad,\n euclideanModulo: euclideanModulo,\n inverseLerp: inverseLerp,\n lerp: lerp$4,\n radToDeg: radToDeg,\n setEpsilon: setEpsilon\n});\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 * 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 */\nlet VecType$2 = Float32Array;\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 */\nfunction setDefaultType$6(ctor) {\n const oldType = VecType$2;\n VecType$2 = ctor;\n return oldType;\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 */\nfunction create$5(x = 0, y = 0) {\n const dst = new VecType$2(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/*\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 * 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 */\nlet VecType$1 = Float32Array;\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 */\nfunction setDefaultType$5(ctor) {\n const oldType = VecType$1;\n VecType$1 = ctor;\n return oldType;\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 */\nfunction create$4(x, y, z) {\n const dst = new VecType$1(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\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 * 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 */\nconst fromValues$3 = create$5;\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 */\nfunction set$5(x, y, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = x;\n dst[1] = y;\n return dst;\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 */\nfunction ceil$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n return dst;\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 */\nfunction floor$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n return dst;\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 */\nfunction round$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n return dst;\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 */\nfunction clamp$2(v, min = 0, max = 1, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n return dst;\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 */\nfunction add$3(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n return dst;\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 */\nfunction addScaled$2(a, b, scale, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n return dst;\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 */\nfunction angle$2(a, b) {\n const ax = a[0];\n const ay = a[1];\n const bx = a[0];\n const by = a[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$3(a, b) / mag;\n return Math.acos(cosine);\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 */\nfunction subtract$3(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n return dst;\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 */\nconst sub$3 = subtract$3;\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 */\nfunction equalsApproximately$5(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON;\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 */\nfunction equals$5(a, b) {\n return a[0] === b[0] && a[1] === b[1];\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 */\nfunction lerp$3(a, b, t, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n return dst;\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 */\nfunction lerpV$2(a, b, t, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n return dst;\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 */\nfunction max$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n return dst;\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 */\nfunction min$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n return dst;\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 */\nfunction mulScalar$3(v, k, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n return dst;\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 */\nconst scale$5 = mulScalar$3;\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 */\nfunction divScalar$3(v, k, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n return dst;\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 */\nfunction inverse$5(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n return dst;\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 */\nconst invert$4 = inverse$5;\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 */\nfunction cross$1(a, b, dst) {\n dst = dst || new VecType$1(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 return dst;\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 */\nfunction dot$3(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length$3(v) {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len$3 = length$3;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq$3(v) {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\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 */\nconst lenSq$3 = lengthSq$3;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance$2(a, b) {\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 * 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 */\nconst dist$2 = distance$2;\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 */\nfunction distanceSq$2(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\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 */\nconst distSq$2 = distanceSq$2;\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 */\nfunction normalize$3(v, dst) {\n dst = dst || new VecType$2(2);\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n }\n else {\n dst[0] = 0;\n dst[1] = 0;\n }\n return dst;\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 */\nfunction negate$4(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = -v[0];\n dst[1] = -v[1];\n return dst;\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 */\nfunction copy$5(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0];\n dst[1] = v[1];\n return dst;\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 */\nconst clone$5 = copy$5;\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 */\nfunction multiply$5(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n return dst;\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 */\nconst mul$5 = multiply$5;\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 */\nfunction divide$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n return dst;\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 */\nconst div$2 = divide$2;\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 */\nfunction random$1(scale = 1, dst) {\n dst = dst || new VecType$2(2);\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n return dst;\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 */\nfunction zero$2(dst) {\n dst = dst || new VecType$2(2);\n dst[0] = 0;\n dst[1] = 0;\n return dst;\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 */\nfunction transformMat4$2(v, m, dst) {\n dst = dst || new VecType$2(2);\n const x = v[0];\n const y = v[1];\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n return dst;\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 */\nfunction transformMat3$1(v, m, dst) {\n dst = dst || new VecType$2(2);\n const x = v[0];\n const y = v[1];\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n return dst;\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 */\nfunction rotate$2(a, b, rad, dst) {\n dst = dst || new VecType$2(2);\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 //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 return dst;\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 */\nfunction setLength$2(a, len, dst) {\n dst = dst || new VecType$2(2);\n normalize$3(a, dst);\n return mulScalar$3(dst, len, dst);\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 */\nfunction truncate$2(a, maxLen, dst) {\n dst = dst || new VecType$2(2);\n if (length$3(a) > maxLen) {\n return setLength$2(a, maxLen, dst);\n }\n return copy$5(a, dst);\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 */\nfunction midpoint$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n return lerp$3(a, b, 0.5, dst);\n}\n\nvar vec2Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$3,\n addScaled: addScaled$2,\n angle: angle$2,\n ceil: ceil$2,\n clamp: clamp$2,\n clone: clone$5,\n copy: copy$5,\n create: create$5,\n cross: cross$1,\n dist: dist$2,\n distSq: distSq$2,\n distance: distance$2,\n distanceSq: distanceSq$2,\n div: div$2,\n divScalar: divScalar$3,\n divide: divide$2,\n dot: dot$3,\n equals: equals$5,\n equalsApproximately: equalsApproximately$5,\n floor: floor$2,\n fromValues: fromValues$3,\n inverse: inverse$5,\n invert: invert$4,\n len: len$3,\n lenSq: lenSq$3,\n length: length$3,\n lengthSq: lengthSq$3,\n lerp: lerp$3,\n lerpV: lerpV$2,\n max: max$2,\n midpoint: midpoint$2,\n min: min$2,\n mul: mul$5,\n mulScalar: mulScalar$3,\n multiply: multiply$5,\n negate: negate$4,\n normalize: normalize$3,\n random: random$1,\n rotate: rotate$2,\n round: round$2,\n scale: scale$5,\n set: set$5,\n setDefaultType: setDefaultType$6,\n setLength: setLength$2,\n sub: sub$3,\n subtract: subtract$3,\n transformMat3: transformMat3$1,\n transformMat4: transformMat4$2,\n truncate: truncate$2,\n zero: zero$2\n});\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 * 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$1 = Float32Array;\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([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3 = ctorMap.get(Float32Array);\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 */\nfunction setDefaultType$4(ctor) {\n const oldType = MatType$1;\n MatType$1 = ctor;\n newMat3 = ctorMap.get(ctor);\n return oldType;\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 */\nfunction create$3(v0, v1, v2, v3, v4, v5, v6, v7, v8) {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\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 return dst;\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 */\nfunction set$4(v0, v1, v2, v3, v4, v5, v6, v7, v8, dst) {\n dst = dst || newMat3();\n dst[0] = v0;\n dst[1] = v1;\n dst[2] = v2;\n dst[3] = 0;\n dst[4] = v3;\n dst[5] = v4;\n dst[6] = v5;\n dst[7] = 0;\n dst[8] = v6;\n dst[9] = v7;\n dst[10] = v8;\n dst[11] = 0;\n return dst;\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 */\nfunction fromMat4(m4, dst) {\n dst = dst || newMat3();\n dst[0] = m4[0];\n dst[1] = m4[1];\n dst[2] = m4[2];\n dst[3] = 0;\n dst[4] = m4[4];\n dst[5] = m4[5];\n dst[6] = m4[6];\n dst[7] = 0;\n dst[8] = m4[8];\n dst[9] = m4[9];\n dst[10] = m4[10];\n dst[11] = 0;\n return dst;\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 */\nfunction fromQuat$1(q, dst) {\n dst = dst || newMat3();\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\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 dst[0] = 1 - yy - zz;\n dst[1] = yx + wz;\n dst[2] = zx - wy;\n dst[3] = 0;\n dst[4] = yx - wz;\n dst[5] = 1 - xx - zz;\n dst[6] = zy + wx;\n dst[7] = 0;\n dst[8] = zx + wy;\n dst[9] = zy - wx;\n dst[10] = 1 - xx - yy;\n dst[11] = 0;\n return dst;\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 */\nfunction negate$3(m, dst) {\n dst = dst || newMat3();\n dst[0] = -m[0];\n dst[1] = -m[1];\n dst[2] = -m[2];\n dst[4] = -m[4];\n dst[5] = -m[5];\n dst[6] = -m[6];\n dst[8] = -m[8];\n dst[9] = -m[9];\n dst[10] = -m[10];\n return dst;\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 */\nfunction copy$4(m, dst) {\n dst = dst || newMat3();\n dst[0] = m[0];\n dst[1] = m[1];\n dst[2] = m[2];\n dst[4] = m[4];\n dst[5] = m[5];\n dst[6] = m[6];\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n return dst;\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 */\nconst clone$4 = copy$4;\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 */\nfunction equalsApproximately$4(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[4] - b[4]) < EPSILON &&\n Math.abs(a[5] - b[5]) < EPSILON &&\n Math.abs(a[6] - b[6]) < EPSILON &&\n Math.abs(a[8] - b[8]) < EPSILON &&\n Math.abs(a[9] - b[9]) < EPSILON &&\n Math.abs(a[10] - b[10]) < EPSILON;\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 */\nfunction equals$4(a, b) {\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 * 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 */\nfunction identity$2(dst) {\n dst = dst || newMat3();\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction transpose$1(m, dst) {\n dst = dst || newMat3();\n if (dst === m) {\n let t;\n // 0 1 2\n // 4 5 6\n // 8 9 10\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n return dst;\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 dst[0] = m00;\n dst[1] = m10;\n dst[2] = m20;\n dst[4] = m01;\n dst[5] = m11;\n dst[6] = m21;\n dst[8] = m02;\n dst[9] = m12;\n dst[10] = m22;\n return dst;\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 */\nfunction inverse$4(m, dst) {\n dst = dst || newMat3();\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 const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\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 return dst;\n}\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nfunction determinant$1(m) {\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 return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\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 */\nconst invert$3 = inverse$4;\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 */\nfunction multiply$4(a, b, dst) {\n dst = dst || newMat3();\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 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 return dst;\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 */\nconst mul$4 = multiply$4;\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 */\nfunction setTranslation$1(a, v, dst) {\n dst = dst || identity$2();\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 * 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 */\nfunction getTranslation$2(m, dst) {\n dst = dst || create$5();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\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 */\nfunction getAxis$2(m, axis, dst) {\n dst = dst || create$5();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\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 */\nfunction setAxis$1(m, v, axis, dst) {\n if (dst !== m) {\n dst = copy$4(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 * 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 */\nfunction getScaling$2(m, dst) {\n dst = dst || create$5();\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n return dst;\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 */\nfunction translation$1(v, dst) {\n dst = dst || newMat3();\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[8] = v[0];\n dst[9] = v[1];\n dst[10] = 1;\n return dst;\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 */\nfunction translate$1(m, v, dst) {\n dst = dst || newMat3();\n const v0 = v[0];\n const v1 = v[1];\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 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 dst[8] = m00 * v0 + m10 * v1 + m20;\n dst[9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n return dst;\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 */\nfunction rotation$1(angleInRadians, dst) {\n dst = dst || newMat3();\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = s;\n dst[2] = 0;\n dst[4] = -s;\n dst[5] = c;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction rotate$1(m, angleInRadians, dst) {\n dst = dst || newMat3();\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 dst[0] = c * m00 + s * m10;\n dst[1] = c * m01 + s * m11;\n dst[2] = c * m02 + s * m12;\n dst[4] = c * m10 - s * m00;\n dst[5] = c * m11 - s * m01;\n dst[6] = c * m12 - s * m02;\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\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 */\nfunction scaling$1(v, dst) {\n dst = dst || newMat3();\n dst[0] = v[0];\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = v[1];\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction scale$4(m, v, dst) {\n dst = dst || newMat3();\n const v0 = v[0];\n const v1 = v[1];\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[4] = v1 * m[1 * 4 + 0];\n dst[5] = v1 * m[1 * 4 + 1];\n dst[6] = v1 * m[1 * 4 + 2];\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\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 */\nfunction uniformScaling$1(s, dst) {\n dst = dst || newMat3();\n dst[0] = s;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = s;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction uniformScale$1(m, s, dst) {\n dst = dst || newMat3();\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[4] = s * m[1 * 4 + 0];\n dst[5] = s * m[1 * 4 + 1];\n dst[6] = s * m[1 * 4 + 2];\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\n}\n\nvar mat3Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n clone: clone$4,\n copy: copy$4,\n create: create$3,\n determinant: determinant$1,\n equals: equals$4,\n equalsApproximately: equalsApproximately$4,\n fromMat4: fromMat4,\n fromQuat: fromQuat$1,\n getAxis: getAxis$2,\n getScaling: getScaling$2,\n getTranslation: getTranslation$2,\n identity: identity$2,\n inverse: inverse$4,\n invert: invert$3,\n mul: mul$4,\n multiply: multiply$4,\n negate: negate$3,\n rotate: rotate$1,\n rotation: rotation$1,\n scale: scale$4,\n scaling: scaling$1,\n set: set$4,\n setAxis: setAxis$1,\n setDefaultType: setDefaultType$4,\n setTranslation: setTranslation$1,\n translate: translate$1,\n translation: translation$1,\n transpose: transpose$1,\n uniformScale: uniformScale$1,\n uniformScaling: uniformScaling$1\n});\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 * 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 */\nconst fromValues$2 = create$4;\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 */\nfunction set$3(x, y, z, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n return dst;\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 */\nfunction ceil$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n return dst;\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 */\nfunction floor$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n return dst;\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 */\nfunction round$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n return dst;\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 */\nfunction clamp$1(v, min = 0, max = 1, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction add$2(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n return dst;\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 */\nfunction addScaled$1(a, b, scale, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction angle$1(a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = a[0];\n const by = a[1];\n const bz = a[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$2(a, b) / mag;\n return Math.acos(cosine);\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 */\nfunction subtract$2(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n return dst;\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 */\nconst sub$2 = subtract$2;\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 */\nfunction equalsApproximately$3(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON;\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 */\nfunction equals$3(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\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 */\nfunction lerp$2(a, b, t, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction lerpV$1(a, b, t, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction max$1(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction min$1(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction mulScalar$2(v, k, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n return dst;\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 */\nconst scale$3 = mulScalar$2;\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 */\nfunction divScalar$2(v, k, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n return dst;\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 */\nfunction inverse$3(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n return dst;\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 */\nconst invert$2 = inverse$3;\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 */\nfunction cross(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction dot$2(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length$2(v) {\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 * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len$2 = length$2;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq$2(v) {\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 * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nconst lenSq$2 = lengthSq$2;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance$1(a, b) {\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 * 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 */\nconst dist$1 = distance$1;\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 */\nfunction distanceSq$1(a, b) {\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 * 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 */\nconst distSq$1 = distanceSq$1;\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 */\nfunction normalize$2(v, dst) {\n dst = dst || new VecType$1(3);\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 if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n return dst;\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 */\nfunction negate$2(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n return dst;\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 */\nfunction copy$3(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n return dst;\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 */\nconst clone$3 = copy$3;\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 */\nfunction multiply$3(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n return dst;\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 */\nconst mul$3 = multiply$3;\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 */\nfunction divide$1(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n return dst;\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 */\nconst div$1 = divide$1;\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 */\nfunction random(scale = 1, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction zero$1(dst) {\n dst = dst || new VecType$1(3);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n return dst;\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 */\nfunction transformMat4$1(v, m, dst) {\n dst = dst || new VecType$1(3);\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 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 return dst;\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 */\nfunction transformMat4Upper3x3(v, m, dst) {\n dst = dst || new VecType$1(3);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\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 return dst;\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 */\nfunction transformMat3(v, m, dst) {\n dst = dst || new VecType$1(3);\n const x = v[0];\n const y = v[1];\n const z = v[2];\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 return dst;\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 */\nfunction transformQuat(v, q, dst) {\n dst = dst || new VecType$1(3);\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\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 return dst;\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 */\nfunction getTranslation$1(m, dst) {\n dst = dst || new VecType$1(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 */\nfunction getAxis$1(m, axis, dst) {\n dst = dst || new VecType$1(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 */\nfunction getScaling$1(m, dst) {\n dst = dst || new VecType$1(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 * 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 */\nfunction rotateX$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 //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 //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 return dst;\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 */\nfunction rotateY$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 // 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 // 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 return dst;\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 */\nfunction rotateZ$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 // 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 // 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 return dst;\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 */\nfunction setLength$1(a, len, dst) {\n dst = dst || new VecType$1(3);\n normalize$2(a, dst);\n return mulScalar$2(dst, len, dst);\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 */\nfunction truncate$1(a, maxLen, dst) {\n dst = dst || new VecType$1(3);\n if (length$2(a) > maxLen) {\n return setLength$1(a, maxLen, dst);\n }\n return copy$3(a, dst);\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 */\nfunction midpoint$1(a, b, dst) {\n dst = dst || new VecType$1(3);\n return lerp$2(a, b, 0.5, dst);\n}\n\nvar vec3Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$2,\n addScaled: addScaled$1,\n angle: angle$1,\n ceil: ceil$1,\n clamp: clamp$1,\n clone: clone$3,\n copy: copy$3,\n create: create$4,\n cross: cross,\n dist: dist$1,\n distSq: distSq$1,\n distance: distance$1,\n distanceSq: distanceSq$1,\n div: div$1,\n divScalar: divScalar$2,\n divide: divide$1,\n dot: dot$2,\n equals: equals$3,\n equalsApproximately: equalsApproximately$3,\n floor: floor$1,\n fromValues: fromValues$2,\n getAxis: getAxis$1,\n getScaling: getScaling$1,\n getTranslation: getTranslation$1,\n inverse: inverse$3,\n invert: invert$2,\n len: len$2,\n lenSq: lenSq$2,\n length: length$2,\n lengthSq: lengthSq$2,\n lerp: lerp$2,\n lerpV: lerpV$1,\n max: max$1,\n midpoint: midpoint$1,\n min: min$1,\n mul: mul$3,\n mulScalar: mulScalar$2,\n multiply: multiply$3,\n negate: negate$2,\n normalize: normalize$2,\n random: random,\n rotateX: rotateX$2,\n rotateY: rotateY$2,\n rotateZ: rotateZ$2,\n round: round$1,\n scale: scale$3,\n set: set$3,\n setDefaultType: setDefaultType$5,\n setLength: setLength$1,\n sub: sub$2,\n subtract: subtract$2,\n transformMat3: transformMat3,\n transformMat4: transformMat4$1,\n transformMat4Upper3x3: transformMat4Upper3x3,\n transformQuat: transformQuat,\n truncate: truncate$1,\n zero: zero$1\n});\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 = Float32Array;\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 */\nfunction setDefaultType$3(ctor) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\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 */\nfunction create$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15) {\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 * 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 */\nfunction set$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, dst) {\n dst = dst || new MatType(16);\n dst[0] = v0;\n dst[1] = v1;\n dst[2] = v2;\n dst[3] = v3;\n dst[4] = v4;\n dst[5] = v5;\n dst[6] = v6;\n dst[7] = v7;\n dst[8] = v8;\n dst[9] = v9;\n dst[10] = v10;\n dst[11] = v11;\n dst[12] = v12;\n dst[13] = v13;\n dst[14] = v14;\n dst[15] = v15;\n return dst;\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 */\nfunction fromMat3(m3, dst) {\n dst = dst || new MatType(16);\n dst[0] = m3[0];\n dst[1] = m3[1];\n dst[2] = m3[2];\n dst[3] = 0;\n dst[4] = m3[4];\n dst[5] = m3[5];\n dst[6] = m3[6];\n dst[7] = 0;\n dst[8] = m3[8];\n dst[9] = m3[9];\n dst[10] = m3[10];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction fromQuat(q, dst) {\n dst = dst || new MatType(16);\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\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 dst[0] = 1 - yy - zz;\n dst[1] = yx + wz;\n dst[2] = zx - wy;\n dst[3] = 0;\n dst[4] = yx - wz;\n dst[5] = 1 - xx - zz;\n dst[6] = zy + wx;\n dst[7] = 0;\n dst[8] = zx + wy;\n dst[9] = zy - wx;\n dst[10] = 1 - xx - yy;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction negate$1(m, dst) {\n dst = dst || new MatType(16);\n dst[0] = -m[0];\n dst[1] = -m[1];\n dst[2] = -m[2];\n dst[3] = -m[3];\n dst[4] = -m[4];\n dst[5] = -m[5];\n dst[6] = -m[6];\n dst[7] = -m[7];\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 return dst;\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 */\nfunction copy$2(m, dst) {\n dst = dst || new MatType(16);\n dst[0] = m[0];\n dst[1] = m[1];\n dst[2] = m[2];\n dst[3] = m[3];\n dst[4] = m[4];\n dst[5] = m[5];\n dst[6] = m[6];\n dst[7] = m[7];\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 return dst;\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 */\nconst clone$2 = copy$2;\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 */\nfunction equalsApproximately$2(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON &&\n Math.abs(a[4] - b[4]) < EPSILON &&\n Math.abs(a[5] - b[5]) < EPSILON &&\n Math.abs(a[6] - b[6]) < EPSILON &&\n Math.abs(a[7] - b[7]) < EPSILON &&\n Math.abs(a[8] - b[8]) < EPSILON &&\n Math.abs(a[9] - b[9]) < EPSILON &&\n Math.abs(a[10] - b[10]) < EPSILON &&\n Math.abs(a[11] - b[11]) < EPSILON &&\n Math.abs(a[12] - b[12]) < EPSILON &&\n Math.abs(a[13] - b[13]) < EPSILON &&\n Math.abs(a[14] - b[14]) < EPSILON &&\n Math.abs(a[15] - b[15]) < EPSILON;\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 */\nfunction equals$2(a, b) {\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 * 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 */\nfunction identity$1(dst) {\n dst = dst || new MatType(16);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction transpose(m, dst) {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\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 dst[0] = m00;\n dst[1] = m10;\n dst[2] = m20;\n dst[3] = m30;\n dst[4] = m01;\n dst[5] = m11;\n dst[6] = m21;\n dst[7] = m31;\n dst[8] = m02;\n dst[9] = m12;\n dst[10] = m22;\n dst[11] = m32;\n dst[12] = m03;\n dst[13] = m13;\n dst[14] = m23;\n dst[15] = m33;\n return dst;\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 */\nfunction inverse$2(m, dst) {\n dst = dst || new MatType(16);\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 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 const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\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 return dst;\n}\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nfunction determinant(m) {\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 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 return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\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 */\nconst invert$1 = inverse$2;\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 */\nfunction multiply$2(a, b, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\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 */\nconst mul$2 = multiply$2;\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 */\nfunction setTranslation(a, v, dst) {\n dst = dst || identity$1();\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 * 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 */\nfunction getTranslation(m, dst) {\n dst = dst || create$4();\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 */\nfunction getAxis(m, axis, dst) {\n dst = dst || create$4();\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 * 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 */\nfunction setAxis(a, v, axis, dst) {\n if (dst !== a) {\n dst = copy$2(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n/**\n * 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 */\nfunction getScaling(m, dst) {\n dst = dst || create$4();\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 * 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 */\nfunction perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {\n dst = dst || new MatType(16);\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n return dst;\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 */\nfunction ortho(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\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 return dst;\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 */\nfunction frustum(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\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 return dst;\n}\nlet xAxis;\nlet yAxis;\nlet zAxis;\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 */\nfunction aim(position, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(target, position, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = xAxis[1];\n dst[2] = xAxis[2];\n dst[3] = 0;\n dst[4] = yAxis[0];\n dst[5] = yAxis[1];\n dst[6] = yAxis[2];\n dst[7] = 0;\n dst[8] = zAxis[0];\n dst[9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = position[0];\n dst[13] = position[1];\n dst[14] = position[2];\n dst[15] = 1;\n return dst;\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 */\nfunction cameraAim(eye, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(eye, target, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = xAxis[1];\n dst[2] = xAxis[2];\n dst[3] = 0;\n dst[4] = yAxis[0];\n dst[5] = yAxis[1];\n dst[6] = yAxis[2];\n dst[7] = 0;\n dst[8] = zAxis[0];\n dst[9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = eye[0];\n dst[13] = eye[1];\n dst[14] = eye[2];\n dst[15] = 1;\n return dst;\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 */\nfunction lookAt(eye, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(eye, target, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = yAxis[0];\n dst[2] = zAxis[0];\n dst[3] = 0;\n dst[4] = xAxis[1];\n dst[5] = yAxis[1];\n dst[6] = zAxis[1];\n dst[7] = 0;\n dst[8] = xAxis[2];\n dst[9] = yAxis[2];\n dst[10] = zAxis[2];\n dst[11] = 0;\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 return dst;\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 */\nfunction translation(v, dst) {\n dst = dst || new MatType(16);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\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 * 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 */\nfunction translate(m, v, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationX(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = c;\n dst[6] = s;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = -s;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateX$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationY(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = 0;\n dst[2] = -s;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = s;\n dst[9] = 0;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateY$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationZ(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = s;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = -s;\n dst[5] = c;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateZ$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction axisRotation(axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\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 */\nconst rotation = axisRotation;\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 */\nfunction axisRotate(m, axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 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 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 return dst;\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 */\nconst rotate = axisRotate;\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 */\nfunction scaling(v, dst) {\n dst = dst || new MatType(16);\n dst[0] = v[0];\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = v[1];\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = v[2];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction scale$2(m, v, dst) {\n dst = dst || new MatType(16);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\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 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 return dst;\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 */\nfunction uniformScaling(s, dst) {\n dst = dst || new MatType(16);\n dst[0] = s;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = s;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = s;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction uniformScale(m, s, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\n}\n\nvar mat4Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n aim: aim,\n axisRotate: axisRotate,\n axisRotation: axisRotation,\n cameraAim: cameraAim,\n clone: clone$2,\n copy: copy$2,\n create: create$2,\n determinant: determinant,\n equals: equals$2,\n equalsApproximately: equalsApproximately$2,\n fromMat3: fromMat3,\n fromQuat: fromQuat,\n frustum: frustum,\n getAxis: getAxis,\n getScaling: getScaling,\n getTranslation: getTranslation,\n identity: identity$1,\n inverse: inverse$2,\n invert: invert$1,\n lookAt: lookAt,\n mul: mul$2,\n multiply: multiply$2,\n negate: negate$1,\n ortho: ortho,\n perspective: perspective,\n rotate: rotate,\n rotateX: rotateX$1,\n rotateY: rotateY$1,\n rotateZ: rotateZ$1,\n rotation: rotation,\n rotationX: rotationX,\n rotationY: rotationY,\n rotationZ: rotationZ,\n scale: scale$2,\n scaling: scaling,\n set: set$2,\n setAxis: setAxis,\n setDefaultType: setDefaultType$3,\n setTranslation: setTranslation,\n translate: translate,\n translation: translation,\n transpose: transpose,\n uniformScale: uniformScale,\n uniformScaling: uniformScaling\n});\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 * 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 */\nlet QuatType = Float32Array;\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 */\nfunction setDefaultType$2(ctor) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\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 */\nfunction create$1(x, y, z, w) {\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\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 * 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 */\nconst fromValues$1 = create$1;\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 */\nfunction set$1(x, y, z, w, dst) {\n dst = dst || new QuatType(4);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n return dst;\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 **/\nfunction fromAxisAngle(axis, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\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 return dst;\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 */\nfunction toAxisAngle(q, dst) {\n dst = dst || create$4(4);\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n }\n else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n return { angle, axis: dst };\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 */\nfunction angle(a, b) {\n const d = dot$1(a, b);\n return Math.acos(2 * d * d - 1);\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 */\nfunction multiply$1(a, b, dst) {\n dst = dst || new QuatType(4);\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\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 return dst;\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 */\nconst mul$1 = multiply$1;\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 */\nfunction rotateX(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction rotateY(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction rotateZ(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction slerp(a, b, t, dst) {\n dst = dst || new QuatType(4);\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n let scale0;\n let scale1;\n if (1.0 - cosOmega > 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 }\n else {\n scale0 = 1.0 - t;\n scale1 = t;\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 return dst;\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 */\nfunction inverse$1(q, dst) {\n dst = dst || new QuatType(4);\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n return dst;\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 */\nfunction conjugate(q, dst) {\n dst = dst || new QuatType(4);\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n return dst;\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 */\nfunction fromMat(m, dst) {\n dst = dst || new QuatType(4);\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 // 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 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 dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n }\n else {\n // |w| <= 1/2\n let i = 0;\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\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 const invRoot = 0.5 / root;\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 return dst;\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 */\nfunction fromEuler(xAngleInRadians, yAngleInRadians, zAngleInRadians, order, dst) {\n dst = dst || new QuatType(4);\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\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 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 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 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 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 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 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 default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n return dst;\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 */\nfunction copy$1(q, dst) {\n dst = dst || new QuatType(4);\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n return dst;\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 */\nconst clone$1 = copy$1;\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 */\nfunction add$1(a, b, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nfunction subtract$1(a, b, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nconst sub$1 = subtract$1;\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 */\nfunction mulScalar$1(v, k, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nconst scale$1 = mulScalar$1;\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 */\nfunction divScalar$1(v, k, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nfunction dot$1(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\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 */\nfunction lerp$1(a, b, t, dst) {\n dst = dst || new QuatType(4);\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 return dst;\n}\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nfunction length$1(v) {\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 * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nconst len$1 = length$1;\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nfunction lengthSq$1(v) {\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 * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nconst lenSq$1 = lengthSq$1;\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 */\nfunction normalize$1(v, dst) {\n dst = dst || new QuatType(4);\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 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 }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n return dst;\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 */\nfunction equalsApproximately$1(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON;\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 */\nfunction equals$1(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\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 */\nfunction identity(dst) {\n dst = dst || new QuatType(4);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n return dst;\n}\nlet tempVec3;\nlet xUnitVec3;\nlet yUnitVec3;\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 */\nfunction rotationTo(aUnit, bUnit, dst) {\n dst = dst || new QuatType(4);\n tempVec3 = tempVec3 || create$4();\n xUnitVec3 = xUnitVec3 || create$4(1, 0, 0);\n yUnitVec3 = yUnitVec3 || create$4(0, 1, 0);\n const dot = dot$2(aUnit, bUnit);\n if (dot < -0.999999) {\n cross(xUnitVec3, aUnit, tempVec3);\n if (len$2(tempVec3) < 0.000001) {\n cross(yUnitVec3, aUnit, tempVec3);\n }\n normalize$2(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n return dst;\n }\n else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n return dst;\n }\n else {\n cross(aUnit, bUnit, tempVec3);\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n return normalize$1(dst, dst);\n }\n}\nlet tempQuat1;\nlet tempQuat2;\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 */\nfunction sqlerp(a, b, c, d, t, dst) {\n dst = dst || new QuatType(4);\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n return dst;\n}\n\nvar quatImpl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$1,\n angle: angle,\n clone: clone$1,\n conjugate: conjugate,\n copy: copy$1,\n create: create$1,\n divScalar: divScalar$1,\n dot: dot$1,\n equals: equals$1,\n equalsApproximately: equalsApproximately$1,\n fromAxisAngle: fromAxisAngle,\n fromEuler: fromEuler,\n fromMat: fromMat,\n fromValues: fromValues$1,\n identity: identity,\n inverse: inverse$1,\n len: len$1,\n lenSq: lenSq$1,\n length: length$1,\n lengthSq: lengthSq$1,\n lerp: lerp$1,\n mul: mul$1,\n mulScalar: mulScalar$1,\n multiply: multiply$1,\n normalize: normalize$1,\n rotateX: rotateX,\n rotateY: rotateY,\n rotateZ: rotateZ,\n rotationTo: rotationTo,\n scale: scale$1,\n set: set$1,\n setDefaultType: setDefaultType$2,\n slerp: slerp,\n sqlerp: sqlerp,\n sub: sub$1,\n subtract: subtract$1,\n toAxisAngle: toAxisAngle\n});\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 * 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 */\nlet VecType = Float32Array;\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 */\nfunction setDefaultType$1(ctor) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\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 */\nfunction create(x, y, z, w) {\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\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 * 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 */\nconst fromValues = create;\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 */\nfunction set(x, y, z, w, dst) {\n dst = dst || new VecType(4);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n return dst;\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 */\nfunction ceil(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction floor(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction round(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction clamp(v, min = 0, max = 1, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction add(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction addScaled(a, b, scale, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction subtract(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst sub = subtract;\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 */\nfunction equalsApproximately(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON;\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 */\nfunction equals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\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 */\nfunction lerp(a, b, t, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction lerpV(a, b, t, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction max(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction min(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction mulScalar(v, k, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst scale = mulScalar;\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 */\nfunction divScalar(v, k, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction inverse(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst invert = inverse;\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nfunction dot(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length(v) {\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 * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len = length;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq(v) {\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 * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nconst lenSq = lengthSq;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance(a, b) {\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 * 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 */\nconst dist = distance;\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 */\nfunction distanceSq(a, b) {\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 * 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 */\nconst distSq = distanceSq;\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 */\nfunction normalize(v, dst) {\n dst = dst || new VecType(4);\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 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 }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n return dst;\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 */\nfunction negate(v, dst) {\n dst = dst || new VecType(4);\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n return dst;\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 */\nfunction copy(v, dst) {\n dst = dst || new VecType(4);\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n return dst;\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 */\nconst clone = copy;\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 */\nfunction multiply(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst mul = multiply;\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 */\nfunction divide(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst div = divide;\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 */\nfunction zero(dst) {\n dst = dst || new VecType(4);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n return dst;\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 */\nfunction transformMat4(v, m, dst) {\n dst = dst || new VecType(4);\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = v[3];\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 return dst;\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 */\nfunction setLength(a, len, dst) {\n dst = dst || new VecType(4);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\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 */\nfunction truncate(a, maxLen, dst) {\n dst = dst || new VecType(4);\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n return copy(a, dst);\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 */\nfunction midpoint(a, b, dst) {\n dst = dst || new VecType(4);\n return lerp(a, b, 0.5, dst);\n}\n\nvar vec4Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add,\n addScaled: addScaled,\n ceil: ceil,\n clamp: clamp,\n clone: clone,\n copy: copy,\n create: create,\n dist: dist,\n distSq: distSq,\n distance: distance,\n distanceSq: distanceSq,\n div: div,\n divScalar: divScalar,\n divide: divide,\n dot: dot,\n equals: equals,\n equalsApproximately: equalsApproximately,\n floor: floor,\n fromValues: fromValues,\n inverse: inverse,\n invert: invert,\n len: len,\n lenSq: lenSq,\n length: length,\n lengthSq: lengthSq,\n lerp: lerp,\n lerpV: lerpV,\n max: max,\n midpoint: midpoint,\n min: min,\n mul: mul,\n mulScalar: mulScalar,\n multiply: multiply,\n negate: negate,\n normalize: normalize,\n round: round,\n scale: scale,\n set: set,\n setDefaultType: setDefaultType$1,\n setLength: setLength,\n sub: sub,\n subtract: subtract,\n transformMat4: transformMat4,\n truncate: truncate,\n zero: zero\n});\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 */\nfunction setDefaultType(ctor) {\n setDefaultType$4(ctor);\n setDefaultType$3(ctor);\n setDefaultType$2(ctor);\n setDefaultType$6(ctor);\n setDefaultType$5(ctor);\n setDefaultType$1(ctor);\n}\n\nexport { mat3Impl as mat3, mat4Impl as mat4, quatImpl as quat, setDefaultType, utils, vec2Impl as vec2, vec3Impl as vec3, vec4Impl as vec4 };\n//# sourceMappingURL=wgpu-matrix.module.js.map\n","export const cubeVertexSize = 4 * 10; // Byte size of one cube vertex.\nexport const cubePositionOffset = 0;\nexport const cubeColorOffset = 4 * 4; // Byte offset of cube vertex color attribute.\nexport const cubeUVOffset = 4 * 8;\nexport const cubeVertexCount = 36;\n\n// prettier-ignore\nexport const cubeVertexArray = new Float32Array([\n // float4 position, float4 color, float2 uv,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 1,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 0,\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 0,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 0,\n\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n 1, -1, 1, 1, 1, 0, 1, 1, 1, 1,\n 1, -1, -1, 1, 1, 0, 0, 1, 1, 0,\n 1, 1, -1, 1, 1, 1, 0, 1, 0, 0,\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n 1, -1, -1, 1, 1, 0, 0, 1, 1, 0,\n\n -1, 1, 1, 1, 0, 1, 1, 1, 0, 1,\n 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,\n 1, 1, -1, 1, 1, 1, 0, 1, 1, 0,\n -1, 1, -1, 1, 0, 1, 0, 1, 0, 0,\n -1, 1, 1, 1, 0, 1, 1, 1, 0, 1,\n 1, 1, -1, 1, 1, 1, 0, 1, 1, 0,\n\n -1, -1, 1, 1, 0, 0, 1, 1, 0, 1,\n -1, 1, 1, 1, 0, 1, 1, 1, 1, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n -1, -1, -1, 1, 0, 0, 0, 1, 0, 0,\n -1, -1, 1, 1, 0, 0, 1, 1, 0, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n -1, 1, 1, 1, 0, 1, 1, 1, 1, 1,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 0,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 0,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 0,\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n 1, 1, -1, 1, 1, 1, 0, 1, 0, 0,\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n]);\n","import { mat4, vec3 } from 'wgpu-matrix';\n\nimport {\n cubeVertexArray,\n cubeVertexSize,\n cubeUVOffset,\n cubePositionOffset,\n cubeVertexCount,\n} from '../../meshes/cube';\n\nimport basicVertWGSL from '../../shaders/basic.vert.wgsl';\nimport sampleCubemapWGSL from './sampleCubemap.frag.wgsl';\n\nconst canvas = document.querySelector('canvas') as HTMLCanvasElement;\nconst adapter = await navigator.gpu.requestAdapter();\nconst device = await adapter.requestDevice();\n\nconst context = canvas.getContext('webgpu') as GPUCanvasContext;\n\nconst devicePixelRatio = window.devicePixelRatio;\ncanvas.width = canvas.clientWidth * devicePixelRatio;\ncanvas.height = canvas.clientHeight * devicePixelRatio;\nconst presentationFormat = navigator.gpu.getPreferredCanvasFormat();\n\ncontext.configure({\n device,\n format: presentationFormat,\n alphaMode: 'premultiplied',\n});\n\n// Create a vertex buffer from the cube data.\nconst verticesBuffer = device.createBuffer({\n size: cubeVertexArray.byteLength,\n usage: GPUBufferUsage.VERTEX,\n mappedAtCreation: true,\n});\nnew Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);\nverticesBuffer.unmap();\n\nconst pipeline = device.createRenderPipeline({\n layout: 'auto',\n vertex: {\n module: device.createShaderModule({\n code: basicVertWGSL,\n }),\n buffers: [\n {\n arrayStride: cubeVertexSize,\n attributes: [\n {\n // position\n shaderLocation: 0,\n offset: cubePositionOffset,\n format: 'float32x4',\n },\n {\n // uv\n shaderLocation: 1,\n offset: cubeUVOffset,\n format: 'float32x2',\n },\n ],\n },\n ],\n },\n fragment: {\n module: device.createShaderModule({\n code: sampleCubemapWGSL,\n }),\n targets: [\n {\n format: presentationFormat,\n },\n ],\n },\n primitive: {\n topology: 'triangle-list',\n\n // Since we are seeing from inside of the cube\n // and we are using the regular cube geomtry data with outward-facing normals,\n // the cullMode should be 'front' or 'none'.\n cullMode: 'none',\n },\n\n // Enable depth testing so that the fragment closest to the camera\n // is rendered in front.\n depthStencil: {\n depthWriteEnabled: true,\n depthCompare: 'less',\n format: 'depth24plus',\n },\n});\n\nconst depthTexture = device.createTexture({\n size: [canvas.width, canvas.height],\n format: 'depth24plus',\n usage: GPUTextureUsage.RENDER_ATTACHMENT,\n});\n\n// Fetch the 6 separate images for negative/positive x, y, z axis of a cubemap\n// and upload it into a GPUTexture.\nlet cubemapTexture: GPUTexture;\n{\n // The order of the array layers is [+X, -X, +Y, -Y, +Z, -Z]\n const imgSrcs = [\n '../../assets/img/cubemap/posx.jpg',\n '../../assets/img/cubemap/negx.jpg',\n '../../assets/img/cubemap/posy.jpg',\n '../../assets/img/cubemap/negy.jpg',\n '../../assets/img/cubemap/posz.jpg',\n '../../assets/img/cubemap/negz.jpg',\n ];\n const promises = imgSrcs.map(async (src) => {\n const response = await fetch(src);\n return createImageBitmap(await response.blob());\n });\n const imageBitmaps = await Promise.all(promises);\n\n cubemapTexture = device.createTexture({\n dimension: '2d',\n // Create a 2d array texture.\n // Assume each image has the same size.\n size: [imageBitmaps[0].width, imageBitmaps[0].height, 6],\n format: 'rgba8unorm',\n usage:\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_DST |\n GPUTextureUsage.RENDER_ATTACHMENT,\n });\n\n for (let i = 0; i < imageBitmaps.length; i++) {\n const imageBitmap = imageBitmaps[i];\n device.queue.copyExternalImageToTexture(\n { source: imageBitmap },\n { texture: cubemapTexture, origin: [0, 0, i] },\n [imageBitmap.width, imageBitmap.height]\n );\n }\n}\n\nconst uniformBufferSize = 4 * 16; // 4x4 matrix\nconst uniformBuffer = device.createBuffer({\n size: uniformBufferSize,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n});\n\nconst sampler = device.createSampler({\n magFilter: 'linear',\n minFilter: 'linear',\n});\n\nconst uniformBindGroup = device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: uniformBuffer,\n offset: 0,\n size: uniformBufferSize,\n },\n },\n {\n binding: 1,\n resource: sampler,\n },\n {\n binding: 2,\n resource: cubemapTexture.createView({\n dimension: 'cube',\n }),\n },\n ],\n});\n\nconst renderPassDescriptor: GPURenderPassDescriptor = {\n colorAttachments: [\n {\n view: undefined, // Assigned later\n loadOp: 'clear',\n storeOp: 'store',\n },\n ],\n depthStencilAttachment: {\n view: depthTexture.createView(),\n\n depthClearValue: 1.0,\n depthLoadOp: 'clear',\n depthStoreOp: 'store',\n },\n};\n\nconst aspect = canvas.width / canvas.height;\nconst projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 3000);\n\nconst modelMatrix = mat4.scaling(vec3.fromValues(1000, 1000, 1000));\nconst modelViewProjectionMatrix = mat4.create() as Float32Array;\nconst viewMatrix = mat4.identity();\n\nconst tmpMat4 = mat4.create();\n\n// Comppute camera movement:\n// It rotates around Y axis with a slight pitch movement.\nfunction updateTransformationMatrix() {\n const now = Date.now() / 800;\n\n mat4.rotate(\n viewMatrix,\n vec3.fromValues(1, 0, 0),\n (Math.PI / 10) * Math.sin(now),\n tmpMat4\n );\n mat4.rotate(tmpMat4, vec3.fromValues(0, 1, 0), now * 0.2, tmpMat4);\n\n mat4.multiply(tmpMat4, modelMatrix, modelViewProjectionMatrix);\n mat4.multiply(\n projectionMatrix,\n modelViewProjectionMatrix,\n modelViewProjectionMatrix\n );\n}\n\nfunction frame() {\n updateTransformationMatrix();\n device.queue.writeBuffer(\n uniformBuffer,\n 0,\n modelViewProjectionMatrix.buffer,\n modelViewProjectionMatrix.byteOffset,\n modelViewProjectionMatrix.byteLength\n );\n\n renderPassDescriptor.colorAttachments[0].view = context\n .getCurrentTexture()\n .createView();\n\n const commandEncoder = device.createCommandEncoder();\n const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);\n passEncoder.setPipeline(pipeline);\n passEncoder.setVertexBuffer(0, verticesBuffer);\n passEncoder.setBindGroup(0, uniformBindGroup);\n passEncoder.draw(cubeVertexCount);\n passEncoder.end();\n device.queue.submit([commandEncoder.finish()]);\n\n 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\ No newline at end of file +{"version":3,"file":"main.js","sources":["../../../node_modules/wgpu-matrix/dist/2.x/wgpu-matrix.module.js","../../../../../meshes/cube.ts","../../../../../sample/cubemap/main.ts"],"sourcesContent":["/* wgpu-matrix@2.8.0, license MIT */\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 */\nlet EPSILON = 0.000001;\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 */\nfunction setEpsilon(v) {\n const old = EPSILON;\n EPSILON = v;\n return old;\n}\n/**\n * Convert degrees to radians\n * @param degrees - Angle in degrees\n * @returns angle converted to radians\n */\nfunction degToRad(degrees) {\n return degrees * Math.PI / 180;\n}\n/**\n * Convert radians to degrees\n * @param radians - Angle in radians\n * @returns angle converted to degrees\n */\nfunction radToDeg(radians) {\n return radians * 180 / Math.PI;\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 */\nfunction lerp$4(a, b, t) {\n return a + (b - a) * t;\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 */\nfunction inverseLerp(a, b, v) {\n const d = b - a;\n return (Math.abs(b - a) < EPSILON)\n ? a\n : (v - a) / d;\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 */\nfunction euclideanModulo(n, m) {\n return ((n % m) + m) % m;\n}\n\nvar utils = /*#__PURE__*/Object.freeze({\n __proto__: null,\n get EPSILON () { return EPSILON; },\n degToRad: degToRad,\n euclideanModulo: euclideanModulo,\n inverseLerp: inverseLerp,\n lerp: lerp$4,\n radToDeg: radToDeg,\n setEpsilon: setEpsilon\n});\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 * 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 */\nlet VecType$2 = Float32Array;\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 */\nfunction setDefaultType$6(ctor) {\n const oldType = VecType$2;\n VecType$2 = ctor;\n return oldType;\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 */\nfunction create$5(x = 0, y = 0) {\n const dst = new VecType$2(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/*\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 * 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 */\nlet VecType$1 = Float32Array;\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 */\nfunction setDefaultType$5(ctor) {\n const oldType = VecType$1;\n VecType$1 = ctor;\n return oldType;\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 */\nfunction create$4(x, y, z) {\n const dst = new VecType$1(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\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 * 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 */\nconst fromValues$3 = create$5;\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 */\nfunction set$5(x, y, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = x;\n dst[1] = y;\n return dst;\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 */\nfunction ceil$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n return dst;\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 */\nfunction floor$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n return dst;\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 */\nfunction round$2(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n return dst;\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 */\nfunction clamp$2(v, min = 0, max = 1, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.min(max, Math.max(min, v[0]));\n dst[1] = Math.min(max, Math.max(min, v[1]));\n return dst;\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 */\nfunction add$3(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n return dst;\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 */\nfunction addScaled$2(a, b, scale, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + b[0] * scale;\n dst[1] = a[1] + b[1] * scale;\n return dst;\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 */\nfunction angle$2(a, b) {\n const ax = a[0];\n const ay = a[1];\n const bx = a[0];\n const by = a[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$3(a, b) / mag;\n return Math.acos(cosine);\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 */\nfunction subtract$3(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n return dst;\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 */\nconst sub$3 = subtract$3;\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 */\nfunction equalsApproximately$5(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON;\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 */\nfunction equals$5(a, b) {\n return a[0] === b[0] && a[1] === b[1];\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 */\nfunction lerp$3(a, b, t, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n return dst;\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 */\nfunction lerpV$2(a, b, t, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n return dst;\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 */\nfunction max$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n return dst;\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 */\nfunction min$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n return dst;\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 */\nfunction mulScalar$3(v, k, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n return dst;\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 */\nconst scale$5 = mulScalar$3;\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 */\nfunction divScalar$3(v, k, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n return dst;\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 */\nfunction inverse$5(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n return dst;\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 */\nconst invert$4 = inverse$5;\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 */\nfunction cross$1(a, b, dst) {\n dst = dst || new VecType$1(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 return dst;\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 */\nfunction dot$3(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length$3(v) {\n const v0 = v[0];\n const v1 = v[1];\n return Math.sqrt(v0 * v0 + v1 * v1);\n}\n/**\n * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len$3 = length$3;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq$3(v) {\n const v0 = v[0];\n const v1 = v[1];\n return v0 * v0 + v1 * v1;\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 */\nconst lenSq$3 = lengthSq$3;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance$2(a, b) {\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 * 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 */\nconst dist$2 = distance$2;\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 */\nfunction distanceSq$2(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n return dx * dx + dy * dy;\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 */\nconst distSq$2 = distanceSq$2;\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 */\nfunction normalize$3(v, dst) {\n dst = dst || new VecType$2(2);\n const v0 = v[0];\n const v1 = v[1];\n const len = Math.sqrt(v0 * v0 + v1 * v1);\n if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n }\n else {\n dst[0] = 0;\n dst[1] = 0;\n }\n return dst;\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 */\nfunction negate$4(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = -v[0];\n dst[1] = -v[1];\n return dst;\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 */\nfunction copy$5(v, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = v[0];\n dst[1] = v[1];\n return dst;\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 */\nconst clone$5 = copy$5;\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 */\nfunction multiply$5(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n return dst;\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 */\nconst mul$5 = multiply$5;\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 */\nfunction divide$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n return dst;\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 */\nconst div$2 = divide$2;\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 */\nfunction random$1(scale = 1, dst) {\n dst = dst || new VecType$2(2);\n const angle = Math.random() * 2 * Math.PI;\n dst[0] = Math.cos(angle) * scale;\n dst[1] = Math.sin(angle) * scale;\n return dst;\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 */\nfunction zero$2(dst) {\n dst = dst || new VecType$2(2);\n dst[0] = 0;\n dst[1] = 0;\n return dst;\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 */\nfunction transformMat4$2(v, m, dst) {\n dst = dst || new VecType$2(2);\n const x = v[0];\n const y = v[1];\n dst[0] = x * m[0] + y * m[4] + m[12];\n dst[1] = x * m[1] + y * m[5] + m[13];\n return dst;\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 */\nfunction transformMat3$1(v, m, dst) {\n dst = dst || new VecType$2(2);\n const x = v[0];\n const y = v[1];\n dst[0] = m[0] * x + m[4] * y + m[8];\n dst[1] = m[1] * x + m[5] * y + m[9];\n return dst;\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 */\nfunction rotate$2(a, b, rad, dst) {\n dst = dst || new VecType$2(2);\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 //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 return dst;\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 */\nfunction setLength$2(a, len, dst) {\n dst = dst || new VecType$2(2);\n normalize$3(a, dst);\n return mulScalar$3(dst, len, dst);\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 */\nfunction truncate$2(a, maxLen, dst) {\n dst = dst || new VecType$2(2);\n if (length$3(a) > maxLen) {\n return setLength$2(a, maxLen, dst);\n }\n return copy$5(a, dst);\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 */\nfunction midpoint$2(a, b, dst) {\n dst = dst || new VecType$2(2);\n return lerp$3(a, b, 0.5, dst);\n}\n\nvar vec2Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$3,\n addScaled: addScaled$2,\n angle: angle$2,\n ceil: ceil$2,\n clamp: clamp$2,\n clone: clone$5,\n copy: copy$5,\n create: create$5,\n cross: cross$1,\n dist: dist$2,\n distSq: distSq$2,\n distance: distance$2,\n distanceSq: distanceSq$2,\n div: div$2,\n divScalar: divScalar$3,\n divide: divide$2,\n dot: dot$3,\n equals: equals$5,\n equalsApproximately: equalsApproximately$5,\n floor: floor$2,\n fromValues: fromValues$3,\n inverse: inverse$5,\n invert: invert$4,\n len: len$3,\n lenSq: lenSq$3,\n length: length$3,\n lengthSq: lengthSq$3,\n lerp: lerp$3,\n lerpV: lerpV$2,\n max: max$2,\n midpoint: midpoint$2,\n min: min$2,\n mul: mul$5,\n mulScalar: mulScalar$3,\n multiply: multiply$5,\n negate: negate$4,\n normalize: normalize$3,\n random: random$1,\n rotate: rotate$2,\n round: round$2,\n scale: scale$5,\n set: set$5,\n setDefaultType: setDefaultType$6,\n setLength: setLength$2,\n sub: sub$3,\n subtract: subtract$3,\n transformMat3: transformMat3$1,\n transformMat4: transformMat4$2,\n truncate: truncate$2,\n zero: zero$2\n});\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 * 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$1 = Float32Array;\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([\n [Float32Array, () => new Float32Array(12)],\n [Float64Array, () => new Float64Array(12)],\n [Array, () => new Array(12).fill(0)],\n]);\nlet newMat3 = ctorMap.get(Float32Array);\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 */\nfunction setDefaultType$4(ctor) {\n const oldType = MatType$1;\n MatType$1 = ctor;\n newMat3 = ctorMap.get(ctor);\n return oldType;\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 */\nfunction create$3(v0, v1, v2, v3, v4, v5, v6, v7, v8) {\n const dst = newMat3();\n // to make the array homogenous\n dst[3] = 0;\n dst[7] = 0;\n dst[11] = 0;\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 return dst;\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 */\nfunction set$4(v0, v1, v2, v3, v4, v5, v6, v7, v8, dst) {\n dst = dst || newMat3();\n dst[0] = v0;\n dst[1] = v1;\n dst[2] = v2;\n dst[3] = 0;\n dst[4] = v3;\n dst[5] = v4;\n dst[6] = v5;\n dst[7] = 0;\n dst[8] = v6;\n dst[9] = v7;\n dst[10] = v8;\n dst[11] = 0;\n return dst;\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 */\nfunction fromMat4(m4, dst) {\n dst = dst || newMat3();\n dst[0] = m4[0];\n dst[1] = m4[1];\n dst[2] = m4[2];\n dst[3] = 0;\n dst[4] = m4[4];\n dst[5] = m4[5];\n dst[6] = m4[6];\n dst[7] = 0;\n dst[8] = m4[8];\n dst[9] = m4[9];\n dst[10] = m4[10];\n dst[11] = 0;\n return dst;\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 */\nfunction fromQuat$1(q, dst) {\n dst = dst || newMat3();\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\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 dst[0] = 1 - yy - zz;\n dst[1] = yx + wz;\n dst[2] = zx - wy;\n dst[3] = 0;\n dst[4] = yx - wz;\n dst[5] = 1 - xx - zz;\n dst[6] = zy + wx;\n dst[7] = 0;\n dst[8] = zx + wy;\n dst[9] = zy - wx;\n dst[10] = 1 - xx - yy;\n dst[11] = 0;\n return dst;\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 */\nfunction negate$3(m, dst) {\n dst = dst || newMat3();\n dst[0] = -m[0];\n dst[1] = -m[1];\n dst[2] = -m[2];\n dst[4] = -m[4];\n dst[5] = -m[5];\n dst[6] = -m[6];\n dst[8] = -m[8];\n dst[9] = -m[9];\n dst[10] = -m[10];\n return dst;\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 */\nfunction copy$4(m, dst) {\n dst = dst || newMat3();\n dst[0] = m[0];\n dst[1] = m[1];\n dst[2] = m[2];\n dst[4] = m[4];\n dst[5] = m[5];\n dst[6] = m[6];\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n return dst;\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 */\nconst clone$4 = copy$4;\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 */\nfunction equalsApproximately$4(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[4] - b[4]) < EPSILON &&\n Math.abs(a[5] - b[5]) < EPSILON &&\n Math.abs(a[6] - b[6]) < EPSILON &&\n Math.abs(a[8] - b[8]) < EPSILON &&\n Math.abs(a[9] - b[9]) < EPSILON &&\n Math.abs(a[10] - b[10]) < EPSILON;\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 */\nfunction equals$4(a, b) {\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 * 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 */\nfunction identity$2(dst) {\n dst = dst || newMat3();\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction transpose$1(m, dst) {\n dst = dst || newMat3();\n if (dst === m) {\n let t;\n // 0 1 2\n // 4 5 6\n // 8 9 10\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n return dst;\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 dst[0] = m00;\n dst[1] = m10;\n dst[2] = m20;\n dst[4] = m01;\n dst[5] = m11;\n dst[6] = m21;\n dst[8] = m02;\n dst[9] = m12;\n dst[10] = m22;\n return dst;\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 */\nfunction inverse$4(m, dst) {\n dst = dst || newMat3();\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 const b01 = m22 * m11 - m12 * m21;\n const b11 = -m22 * m10 + m12 * m20;\n const b21 = m21 * m10 - m11 * m20;\n const invDet = 1 / (m00 * b01 + m01 * b11 + m02 * b21);\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 return dst;\n}\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nfunction determinant$1(m) {\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 return m00 * (m11 * m22 - m21 * m12) -\n m10 * (m01 * m22 - m21 * m02) +\n m20 * (m01 * m12 - m11 * m02);\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 */\nconst invert$3 = inverse$4;\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 */\nfunction multiply$4(a, b, dst) {\n dst = dst || newMat3();\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 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 return dst;\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 */\nconst mul$4 = multiply$4;\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 */\nfunction setTranslation$1(a, v, dst) {\n dst = dst || identity$2();\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 * 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 */\nfunction getTranslation$2(m, dst) {\n dst = dst || create$5();\n dst[0] = m[8];\n dst[1] = m[9];\n return dst;\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 */\nfunction getAxis$2(m, axis, dst) {\n dst = dst || create$5();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n return dst;\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 */\nfunction setAxis$1(m, v, axis, dst) {\n if (dst !== m) {\n dst = copy$4(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 * 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 */\nfunction getScaling$2(m, dst) {\n dst = dst || create$5();\n const xx = m[0];\n const xy = m[1];\n const yx = m[4];\n const yy = m[5];\n dst[0] = Math.sqrt(xx * xx + xy * xy);\n dst[1] = Math.sqrt(yx * yx + yy * yy);\n return dst;\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 */\nfunction translation$1(v, dst) {\n dst = dst || newMat3();\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[8] = v[0];\n dst[9] = v[1];\n dst[10] = 1;\n return dst;\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 */\nfunction translate$1(m, v, dst) {\n dst = dst || newMat3();\n const v0 = v[0];\n const v1 = v[1];\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 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 dst[8] = m00 * v0 + m10 * v1 + m20;\n dst[9] = m01 * v0 + m11 * v1 + m21;\n dst[10] = m02 * v0 + m12 * v1 + m22;\n return dst;\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 */\nfunction rotation$1(angleInRadians, dst) {\n dst = dst || newMat3();\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = s;\n dst[2] = 0;\n dst[4] = -s;\n dst[5] = c;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction rotate$1(m, angleInRadians, dst) {\n dst = dst || newMat3();\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 dst[0] = c * m00 + s * m10;\n dst[1] = c * m01 + s * m11;\n dst[2] = c * m02 + s * m12;\n dst[4] = c * m10 - s * m00;\n dst[5] = c * m11 - s * m01;\n dst[6] = c * m12 - s * m02;\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\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 */\nfunction scaling$1(v, dst) {\n dst = dst || newMat3();\n dst[0] = v[0];\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = v[1];\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction scale$4(m, v, dst) {\n dst = dst || newMat3();\n const v0 = v[0];\n const v1 = v[1];\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[4] = v1 * m[1 * 4 + 0];\n dst[5] = v1 * m[1 * 4 + 1];\n dst[6] = v1 * m[1 * 4 + 2];\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\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 */\nfunction uniformScaling$1(s, dst) {\n dst = dst || newMat3();\n dst[0] = s;\n dst[1] = 0;\n dst[2] = 0;\n dst[4] = 0;\n dst[5] = s;\n dst[6] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n return dst;\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 */\nfunction uniformScale$1(m, s, dst) {\n dst = dst || newMat3();\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[4] = s * m[1 * 4 + 0];\n dst[5] = s * m[1 * 4 + 1];\n dst[6] = s * m[1 * 4 + 2];\n if (m !== dst) {\n dst[8] = m[8];\n dst[9] = m[9];\n dst[10] = m[10];\n }\n return dst;\n}\n\nvar mat3Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n clone: clone$4,\n copy: copy$4,\n create: create$3,\n determinant: determinant$1,\n equals: equals$4,\n equalsApproximately: equalsApproximately$4,\n fromMat4: fromMat4,\n fromQuat: fromQuat$1,\n getAxis: getAxis$2,\n getScaling: getScaling$2,\n getTranslation: getTranslation$2,\n identity: identity$2,\n inverse: inverse$4,\n invert: invert$3,\n mul: mul$4,\n multiply: multiply$4,\n negate: negate$3,\n rotate: rotate$1,\n rotation: rotation$1,\n scale: scale$4,\n scaling: scaling$1,\n set: set$4,\n setAxis: setAxis$1,\n setDefaultType: setDefaultType$4,\n setTranslation: setTranslation$1,\n translate: translate$1,\n translation: translation$1,\n transpose: transpose$1,\n uniformScale: uniformScale$1,\n uniformScaling: uniformScaling$1\n});\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 * 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 */\nconst fromValues$2 = create$4;\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 */\nfunction set$3(x, y, z, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n return dst;\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 */\nfunction ceil$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.ceil(v[0]);\n dst[1] = Math.ceil(v[1]);\n dst[2] = Math.ceil(v[2]);\n return dst;\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 */\nfunction floor$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.floor(v[0]);\n dst[1] = Math.floor(v[1]);\n dst[2] = Math.floor(v[2]);\n return dst;\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 */\nfunction round$1(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = Math.round(v[0]);\n dst[1] = Math.round(v[1]);\n dst[2] = Math.round(v[2]);\n return dst;\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 */\nfunction clamp$1(v, min = 0, max = 1, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction add$2(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n return dst;\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 */\nfunction addScaled$1(a, b, scale, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction angle$1(a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = a[0];\n const by = a[1];\n const bz = a[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$2(a, b) / mag;\n return Math.acos(cosine);\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 */\nfunction subtract$2(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n return dst;\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 */\nconst sub$2 = subtract$2;\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 */\nfunction equalsApproximately$3(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON;\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 */\nfunction equals$3(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\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 */\nfunction lerp$2(a, b, t, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction lerpV$1(a, b, t, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction max$1(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction min$1(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction mulScalar$2(v, k, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n return dst;\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 */\nconst scale$3 = mulScalar$2;\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 */\nfunction divScalar$2(v, k, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n return dst;\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 */\nfunction inverse$3(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = 1 / v[0];\n dst[1] = 1 / v[1];\n dst[2] = 1 / v[2];\n return dst;\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 */\nconst invert$2 = inverse$3;\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 */\nfunction cross(a, b, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction dot$2(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length$2(v) {\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 * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len$2 = length$2;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq$2(v) {\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 * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nconst lenSq$2 = lengthSq$2;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance$1(a, b) {\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 * 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 */\nconst dist$1 = distance$1;\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 */\nfunction distanceSq$1(a, b) {\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 * 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 */\nconst distSq$1 = distanceSq$1;\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 */\nfunction normalize$2(v, dst) {\n dst = dst || new VecType$1(3);\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 if (len > 0.00001) {\n dst[0] = v0 / len;\n dst[1] = v1 / len;\n dst[2] = v2 / len;\n }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n return dst;\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 */\nfunction negate$2(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n return dst;\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 */\nfunction copy$3(v, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n return dst;\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 */\nconst clone$3 = copy$3;\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 */\nfunction multiply$3(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n return dst;\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 */\nconst mul$3 = multiply$3;\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 */\nfunction divide$1(a, b, dst) {\n dst = dst || new VecType$1(3);\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n return dst;\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 */\nconst div$1 = divide$1;\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 */\nfunction random(scale = 1, dst) {\n dst = dst || new VecType$1(3);\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 return dst;\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 */\nfunction zero$1(dst) {\n dst = dst || new VecType$1(3);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n return dst;\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 */\nfunction transformMat4$1(v, m, dst) {\n dst = dst || new VecType$1(3);\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 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 return dst;\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 */\nfunction transformMat4Upper3x3(v, m, dst) {\n dst = dst || new VecType$1(3);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\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 return dst;\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 */\nfunction transformMat3(v, m, dst) {\n dst = dst || new VecType$1(3);\n const x = v[0];\n const y = v[1];\n const z = v[2];\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 return dst;\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 */\nfunction transformQuat(v, q, dst) {\n dst = dst || new VecType$1(3);\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const w2 = q[3] * 2;\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const uvX = qy * z - qz * y;\n const uvY = qz * x - qx * z;\n const uvZ = qx * y - qy * x;\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 return dst;\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 */\nfunction getTranslation$1(m, dst) {\n dst = dst || new VecType$1(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 */\nfunction getAxis$1(m, axis, dst) {\n dst = dst || new VecType$1(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 */\nfunction getScaling$1(m, dst) {\n dst = dst || new VecType$1(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 * 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 */\nfunction rotateX$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 //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 //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 return dst;\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 */\nfunction rotateY$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 // 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 // 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 return dst;\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 */\nfunction rotateZ$2(a, b, rad, dst) {\n dst = dst || new VecType$1(3);\n const p = [];\n const r = [];\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 // 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 // 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 return dst;\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 */\nfunction setLength$1(a, len, dst) {\n dst = dst || new VecType$1(3);\n normalize$2(a, dst);\n return mulScalar$2(dst, len, dst);\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 */\nfunction truncate$1(a, maxLen, dst) {\n dst = dst || new VecType$1(3);\n if (length$2(a) > maxLen) {\n return setLength$1(a, maxLen, dst);\n }\n return copy$3(a, dst);\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 */\nfunction midpoint$1(a, b, dst) {\n dst = dst || new VecType$1(3);\n return lerp$2(a, b, 0.5, dst);\n}\n\nvar vec3Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$2,\n addScaled: addScaled$1,\n angle: angle$1,\n ceil: ceil$1,\n clamp: clamp$1,\n clone: clone$3,\n copy: copy$3,\n create: create$4,\n cross: cross,\n dist: dist$1,\n distSq: distSq$1,\n distance: distance$1,\n distanceSq: distanceSq$1,\n div: div$1,\n divScalar: divScalar$2,\n divide: divide$1,\n dot: dot$2,\n equals: equals$3,\n equalsApproximately: equalsApproximately$3,\n floor: floor$1,\n fromValues: fromValues$2,\n getAxis: getAxis$1,\n getScaling: getScaling$1,\n getTranslation: getTranslation$1,\n inverse: inverse$3,\n invert: invert$2,\n len: len$2,\n lenSq: lenSq$2,\n length: length$2,\n lengthSq: lengthSq$2,\n lerp: lerp$2,\n lerpV: lerpV$1,\n max: max$1,\n midpoint: midpoint$1,\n min: min$1,\n mul: mul$3,\n mulScalar: mulScalar$2,\n multiply: multiply$3,\n negate: negate$2,\n normalize: normalize$2,\n random: random,\n rotateX: rotateX$2,\n rotateY: rotateY$2,\n rotateZ: rotateZ$2,\n round: round$1,\n scale: scale$3,\n set: set$3,\n setDefaultType: setDefaultType$5,\n setLength: setLength$1,\n sub: sub$2,\n subtract: subtract$2,\n transformMat3: transformMat3,\n transformMat4: transformMat4$1,\n transformMat4Upper3x3: transformMat4Upper3x3,\n transformQuat: transformQuat,\n truncate: truncate$1,\n zero: zero$1\n});\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 = Float32Array;\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 */\nfunction setDefaultType$3(ctor) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\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 */\nfunction create$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15) {\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 * 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 */\nfunction set$2(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, dst) {\n dst = dst || new MatType(16);\n dst[0] = v0;\n dst[1] = v1;\n dst[2] = v2;\n dst[3] = v3;\n dst[4] = v4;\n dst[5] = v5;\n dst[6] = v6;\n dst[7] = v7;\n dst[8] = v8;\n dst[9] = v9;\n dst[10] = v10;\n dst[11] = v11;\n dst[12] = v12;\n dst[13] = v13;\n dst[14] = v14;\n dst[15] = v15;\n return dst;\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 */\nfunction fromMat3(m3, dst) {\n dst = dst || new MatType(16);\n dst[0] = m3[0];\n dst[1] = m3[1];\n dst[2] = m3[2];\n dst[3] = 0;\n dst[4] = m3[4];\n dst[5] = m3[5];\n dst[6] = m3[6];\n dst[7] = 0;\n dst[8] = m3[8];\n dst[9] = m3[9];\n dst[10] = m3[10];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction fromQuat(q, dst) {\n dst = dst || new MatType(16);\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\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 dst[0] = 1 - yy - zz;\n dst[1] = yx + wz;\n dst[2] = zx - wy;\n dst[3] = 0;\n dst[4] = yx - wz;\n dst[5] = 1 - xx - zz;\n dst[6] = zy + wx;\n dst[7] = 0;\n dst[8] = zx + wy;\n dst[9] = zy - wx;\n dst[10] = 1 - xx - yy;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction negate$1(m, dst) {\n dst = dst || new MatType(16);\n dst[0] = -m[0];\n dst[1] = -m[1];\n dst[2] = -m[2];\n dst[3] = -m[3];\n dst[4] = -m[4];\n dst[5] = -m[5];\n dst[6] = -m[6];\n dst[7] = -m[7];\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 return dst;\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 */\nfunction copy$2(m, dst) {\n dst = dst || new MatType(16);\n dst[0] = m[0];\n dst[1] = m[1];\n dst[2] = m[2];\n dst[3] = m[3];\n dst[4] = m[4];\n dst[5] = m[5];\n dst[6] = m[6];\n dst[7] = m[7];\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 return dst;\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 */\nconst clone$2 = copy$2;\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 */\nfunction equalsApproximately$2(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON &&\n Math.abs(a[4] - b[4]) < EPSILON &&\n Math.abs(a[5] - b[5]) < EPSILON &&\n Math.abs(a[6] - b[6]) < EPSILON &&\n Math.abs(a[7] - b[7]) < EPSILON &&\n Math.abs(a[8] - b[8]) < EPSILON &&\n Math.abs(a[9] - b[9]) < EPSILON &&\n Math.abs(a[10] - b[10]) < EPSILON &&\n Math.abs(a[11] - b[11]) < EPSILON &&\n Math.abs(a[12] - b[12]) < EPSILON &&\n Math.abs(a[13] - b[13]) < EPSILON &&\n Math.abs(a[14] - b[14]) < EPSILON &&\n Math.abs(a[15] - b[15]) < EPSILON;\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 */\nfunction equals$2(a, b) {\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 * 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 */\nfunction identity$1(dst) {\n dst = dst || new MatType(16);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction transpose(m, dst) {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\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 dst[0] = m00;\n dst[1] = m10;\n dst[2] = m20;\n dst[3] = m30;\n dst[4] = m01;\n dst[5] = m11;\n dst[6] = m21;\n dst[7] = m31;\n dst[8] = m02;\n dst[9] = m12;\n dst[10] = m22;\n dst[11] = m32;\n dst[12] = m03;\n dst[13] = m13;\n dst[14] = m23;\n dst[15] = m33;\n return dst;\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 */\nfunction inverse$2(m, dst) {\n dst = dst || new MatType(16);\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 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 const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\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 return dst;\n}\n/**\n * Compute the determinant of a matrix\n * @param m - the matrix\n * @returns the determinant\n */\nfunction determinant(m) {\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 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 return m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3;\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 */\nconst invert$1 = inverse$2;\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 */\nfunction multiply$2(a, b, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\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 */\nconst mul$2 = multiply$2;\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 */\nfunction setTranslation(a, v, dst) {\n dst = dst || identity$1();\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 * 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 */\nfunction getTranslation(m, dst) {\n dst = dst || create$4();\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 */\nfunction getAxis(m, axis, dst) {\n dst = dst || create$4();\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 * 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 */\nfunction setAxis(a, v, axis, dst) {\n if (dst !== a) {\n dst = copy$2(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n/**\n * 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 */\nfunction getScaling(m, dst) {\n dst = dst || create$4();\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 * 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 */\nfunction perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {\n dst = dst || new MatType(16);\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[15] = 0;\n if (zFar === Infinity) {\n dst[10] = -1;\n dst[14] = -zNear;\n }\n else {\n const rangeInv = 1 / (zNear - zFar);\n dst[10] = zFar * rangeInv;\n dst[14] = zFar * zNear * rangeInv;\n }\n return dst;\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 */\nfunction ortho(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1 / (near - far);\n dst[11] = 0;\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 return dst;\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 */\nfunction frustum(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\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 return dst;\n}\nlet xAxis;\nlet yAxis;\nlet zAxis;\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 */\nfunction aim(position, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(target, position, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = xAxis[1];\n dst[2] = xAxis[2];\n dst[3] = 0;\n dst[4] = yAxis[0];\n dst[5] = yAxis[1];\n dst[6] = yAxis[2];\n dst[7] = 0;\n dst[8] = zAxis[0];\n dst[9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = position[0];\n dst[13] = position[1];\n dst[14] = position[2];\n dst[15] = 1;\n return dst;\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 */\nfunction cameraAim(eye, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(eye, target, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = xAxis[1];\n dst[2] = xAxis[2];\n dst[3] = 0;\n dst[4] = yAxis[0];\n dst[5] = yAxis[1];\n dst[6] = yAxis[2];\n dst[7] = 0;\n dst[8] = zAxis[0];\n dst[9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = eye[0];\n dst[13] = eye[1];\n dst[14] = eye[2];\n dst[15] = 1;\n return dst;\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 */\nfunction lookAt(eye, target, up, dst) {\n dst = dst || new MatType(16);\n xAxis = xAxis || create$4();\n yAxis = yAxis || create$4();\n zAxis = zAxis || create$4();\n normalize$2(subtract$2(eye, target, zAxis), zAxis);\n normalize$2(cross(up, zAxis, xAxis), xAxis);\n normalize$2(cross(zAxis, xAxis, yAxis), yAxis);\n dst[0] = xAxis[0];\n dst[1] = yAxis[0];\n dst[2] = zAxis[0];\n dst[3] = 0;\n dst[4] = xAxis[1];\n dst[5] = yAxis[1];\n dst[6] = zAxis[1];\n dst[7] = 0;\n dst[8] = xAxis[2];\n dst[9] = yAxis[2];\n dst[10] = zAxis[2];\n dst[11] = 0;\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 return dst;\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 */\nfunction translation(v, dst) {\n dst = dst || new MatType(16);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\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 * 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 */\nfunction translate(m, v, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationX(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = c;\n dst[6] = s;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = -s;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateX$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationY(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = 0;\n dst[2] = -s;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = 1;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = s;\n dst[9] = 0;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateY$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction rotationZ(angleInRadians, dst) {\n dst = dst || new MatType(16);\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n dst[0] = c;\n dst[1] = s;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = -s;\n dst[5] = c;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction rotateZ$1(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 return dst;\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 */\nfunction axisRotation(axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\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 */\nconst rotation = axisRotation;\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 */\nfunction axisRotate(m, axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\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 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 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 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 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 return dst;\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 */\nconst rotate = axisRotate;\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 */\nfunction scaling(v, dst) {\n dst = dst || new MatType(16);\n dst[0] = v[0];\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = v[1];\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = v[2];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction scale$2(m, v, dst) {\n dst = dst || new MatType(16);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\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 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 return dst;\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 */\nfunction uniformScaling(s, dst) {\n dst = dst || new MatType(16);\n dst[0] = s;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n dst[4] = 0;\n dst[5] = s;\n dst[6] = 0;\n dst[7] = 0;\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = s;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n return dst;\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 */\nfunction uniformScale(m, s, dst) {\n dst = dst || new MatType(16);\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 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 return dst;\n}\n\nvar mat4Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n aim: aim,\n axisRotate: axisRotate,\n axisRotation: axisRotation,\n cameraAim: cameraAim,\n clone: clone$2,\n copy: copy$2,\n create: create$2,\n determinant: determinant,\n equals: equals$2,\n equalsApproximately: equalsApproximately$2,\n fromMat3: fromMat3,\n fromQuat: fromQuat,\n frustum: frustum,\n getAxis: getAxis,\n getScaling: getScaling,\n getTranslation: getTranslation,\n identity: identity$1,\n inverse: inverse$2,\n invert: invert$1,\n lookAt: lookAt,\n mul: mul$2,\n multiply: multiply$2,\n negate: negate$1,\n ortho: ortho,\n perspective: perspective,\n rotate: rotate,\n rotateX: rotateX$1,\n rotateY: rotateY$1,\n rotateZ: rotateZ$1,\n rotation: rotation,\n rotationX: rotationX,\n rotationY: rotationY,\n rotationZ: rotationZ,\n scale: scale$2,\n scaling: scaling,\n set: set$2,\n setAxis: setAxis,\n setDefaultType: setDefaultType$3,\n setTranslation: setTranslation,\n translate: translate,\n translation: translation,\n transpose: transpose,\n uniformScale: uniformScale,\n uniformScaling: uniformScaling\n});\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 * 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 */\nlet QuatType = Float32Array;\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 */\nfunction setDefaultType$2(ctor) {\n const oldType = QuatType;\n QuatType = ctor;\n return oldType;\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 */\nfunction create$1(x, y, z, w) {\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\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 * 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 */\nconst fromValues$1 = create$1;\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 */\nfunction set$1(x, y, z, w, dst) {\n dst = dst || new QuatType(4);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n return dst;\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 **/\nfunction fromAxisAngle(axis, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const s = Math.sin(halfAngle);\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 return dst;\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 */\nfunction toAxisAngle(q, dst) {\n dst = dst || create$4(4);\n const angle = Math.acos(q[3]) * 2;\n const s = Math.sin(angle * 0.5);\n if (s > EPSILON) {\n dst[0] = q[0] / s;\n dst[1] = q[1] / s;\n dst[2] = q[2] / s;\n }\n else {\n dst[0] = 1;\n dst[1] = 0;\n dst[2] = 0;\n }\n return { angle, axis: dst };\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 */\nfunction angle(a, b) {\n const d = dot$1(a, b);\n return Math.acos(2 * d * d - 1);\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 */\nfunction multiply$1(a, b, dst) {\n dst = dst || new QuatType(4);\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\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 return dst;\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 */\nconst mul$1 = multiply$1;\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 */\nfunction rotateX(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const bx = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction rotateY(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const by = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction rotateZ(q, angleInRadians, dst) {\n dst = dst || new QuatType(4);\n const halfAngle = angleInRadians * 0.5;\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const bz = Math.sin(halfAngle);\n const bw = Math.cos(halfAngle);\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 return dst;\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 */\nfunction slerp(a, b, t, dst) {\n dst = dst || new QuatType(4);\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n let cosOmega = ax * bx + ay * by + az * bz + aw * bw;\n if (cosOmega < 0) {\n cosOmega = -cosOmega;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n let scale0;\n let scale1;\n if (1.0 - cosOmega > 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 }\n else {\n scale0 = 1.0 - t;\n scale1 = t;\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 return dst;\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 */\nfunction inverse$1(q, dst) {\n dst = dst || new QuatType(4);\n const a0 = q[0];\n const a1 = q[1];\n const a2 = q[2];\n const a3 = q[3];\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1 / dot : 0;\n dst[0] = -a0 * invDot;\n dst[1] = -a1 * invDot;\n dst[2] = -a2 * invDot;\n dst[3] = a3 * invDot;\n return dst;\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 */\nfunction conjugate(q, dst) {\n dst = dst || new QuatType(4);\n dst[0] = -q[0];\n dst[1] = -q[1];\n dst[2] = -q[2];\n dst[3] = q[3];\n return dst;\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 */\nfunction fromMat(m, dst) {\n dst = dst || new QuatType(4);\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 // 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 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 dst[0] = (m[6] - m[9]) * invRoot;\n dst[1] = (m[8] - m[2]) * invRoot;\n dst[2] = (m[1] - m[4]) * invRoot;\n }\n else {\n // |w| <= 1/2\n let i = 0;\n if (m[5] > m[0]) {\n i = 1;\n }\n if (m[10] > m[i * 4 + i]) {\n i = 2;\n }\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\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 const invRoot = 0.5 / root;\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 return dst;\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 */\nfunction fromEuler(xAngleInRadians, yAngleInRadians, zAngleInRadians, order, dst) {\n dst = dst || new QuatType(4);\n const xHalfAngle = xAngleInRadians * 0.5;\n const yHalfAngle = yAngleInRadians * 0.5;\n const zHalfAngle = zAngleInRadians * 0.5;\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 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 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 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 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 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 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 default:\n throw new Error(`Unknown rotation order: ${order}`);\n }\n return dst;\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 */\nfunction copy$1(q, dst) {\n dst = dst || new QuatType(4);\n dst[0] = q[0];\n dst[1] = q[1];\n dst[2] = q[2];\n dst[3] = q[3];\n return dst;\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 */\nconst clone$1 = copy$1;\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 */\nfunction add$1(a, b, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nfunction subtract$1(a, b, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nconst sub$1 = subtract$1;\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 */\nfunction mulScalar$1(v, k, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nconst scale$1 = mulScalar$1;\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 */\nfunction divScalar$1(v, k, dst) {\n dst = dst || new QuatType(4);\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 return dst;\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 */\nfunction dot$1(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\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 */\nfunction lerp$1(a, b, t, dst) {\n dst = dst || new QuatType(4);\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 return dst;\n}\n/**\n * Computes the length of quaternion\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nfunction length$1(v) {\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 * Computes the length of quaternion (same as length)\n * @param v - quaternion.\n * @returns length of quaternion.\n */\nconst len$1 = length$1;\n/**\n * Computes the square of the length of quaternion\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nfunction lengthSq$1(v) {\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 * Computes the square of the length of quaternion (same as lengthSq)\n * @param v - quaternion.\n * @returns square of the length of quaternion.\n */\nconst lenSq$1 = lengthSq$1;\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 */\nfunction normalize$1(v, dst) {\n dst = dst || new QuatType(4);\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 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 }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n return dst;\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 */\nfunction equalsApproximately$1(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON;\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 */\nfunction equals$1(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\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 */\nfunction identity(dst) {\n dst = dst || new QuatType(4);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n return dst;\n}\nlet tempVec3;\nlet xUnitVec3;\nlet yUnitVec3;\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 */\nfunction rotationTo(aUnit, bUnit, dst) {\n dst = dst || new QuatType(4);\n tempVec3 = tempVec3 || create$4();\n xUnitVec3 = xUnitVec3 || create$4(1, 0, 0);\n yUnitVec3 = yUnitVec3 || create$4(0, 1, 0);\n const dot = dot$2(aUnit, bUnit);\n if (dot < -0.999999) {\n cross(xUnitVec3, aUnit, tempVec3);\n if (len$2(tempVec3) < 0.000001) {\n cross(yUnitVec3, aUnit, tempVec3);\n }\n normalize$2(tempVec3, tempVec3);\n fromAxisAngle(tempVec3, Math.PI, dst);\n return dst;\n }\n else if (dot > 0.999999) {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 1;\n return dst;\n }\n else {\n cross(aUnit, bUnit, tempVec3);\n dst[0] = tempVec3[0];\n dst[1] = tempVec3[1];\n dst[2] = tempVec3[2];\n dst[3] = 1 + dot;\n return normalize$1(dst, dst);\n }\n}\nlet tempQuat1;\nlet tempQuat2;\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 */\nfunction sqlerp(a, b, c, d, t, dst) {\n dst = dst || new QuatType(4);\n tempQuat1 = tempQuat1 || new QuatType(4);\n tempQuat2 = tempQuat2 || new QuatType(4);\n slerp(a, d, t, tempQuat1);\n slerp(b, c, t, tempQuat2);\n slerp(tempQuat1, tempQuat2, 2 * t * (1 - t), dst);\n return dst;\n}\n\nvar quatImpl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add$1,\n angle: angle,\n clone: clone$1,\n conjugate: conjugate,\n copy: copy$1,\n create: create$1,\n divScalar: divScalar$1,\n dot: dot$1,\n equals: equals$1,\n equalsApproximately: equalsApproximately$1,\n fromAxisAngle: fromAxisAngle,\n fromEuler: fromEuler,\n fromMat: fromMat,\n fromValues: fromValues$1,\n identity: identity,\n inverse: inverse$1,\n len: len$1,\n lenSq: lenSq$1,\n length: length$1,\n lengthSq: lengthSq$1,\n lerp: lerp$1,\n mul: mul$1,\n mulScalar: mulScalar$1,\n multiply: multiply$1,\n normalize: normalize$1,\n rotateX: rotateX,\n rotateY: rotateY,\n rotateZ: rotateZ,\n rotationTo: rotationTo,\n scale: scale$1,\n set: set$1,\n setDefaultType: setDefaultType$2,\n slerp: slerp,\n sqlerp: sqlerp,\n sub: sub$1,\n subtract: subtract$1,\n toAxisAngle: toAxisAngle\n});\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 * 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 */\nlet VecType = Float32Array;\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 */\nfunction setDefaultType$1(ctor) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\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 */\nfunction create(x, y, z, w) {\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\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 * 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 */\nconst fromValues = create;\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 */\nfunction set(x, y, z, w, dst) {\n dst = dst || new VecType(4);\n dst[0] = x;\n dst[1] = y;\n dst[2] = z;\n dst[3] = w;\n return dst;\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 */\nfunction ceil(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction floor(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction round(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction clamp(v, min = 0, max = 1, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction add(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction addScaled(a, b, scale, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction subtract(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst sub = subtract;\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 */\nfunction equalsApproximately(a, b) {\n return Math.abs(a[0] - b[0]) < EPSILON &&\n Math.abs(a[1] - b[1]) < EPSILON &&\n Math.abs(a[2] - b[2]) < EPSILON &&\n Math.abs(a[3] - b[3]) < EPSILON;\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 */\nfunction equals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\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 */\nfunction lerp(a, b, t, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction lerpV(a, b, t, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction max(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction min(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction mulScalar(v, k, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst scale = mulScalar;\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 */\nfunction divScalar(v, k, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nfunction inverse(v, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst invert = inverse;\n/**\n * Computes the dot product of two vectors\n * @param a - Operand vector.\n * @param b - Operand vector.\n * @returns dot product\n */\nfunction dot(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) + (a[3] * b[3]);\n}\n/**\n * Computes the length of vector\n * @param v - vector.\n * @returns length of vector.\n */\nfunction length(v) {\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 * Computes the length of vector (same as length)\n * @param v - vector.\n * @returns length of vector.\n */\nconst len = length;\n/**\n * Computes the square of the length of vector\n * @param v - vector.\n * @returns square of the length of vector.\n */\nfunction lengthSq(v) {\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 * Computes the square of the length of vector (same as lengthSq)\n * @param v - vector.\n * @returns square of the length of vector.\n */\nconst lenSq = lengthSq;\n/**\n * Computes the distance between 2 points\n * @param a - vector.\n * @param b - vector.\n * @returns distance between a and b\n */\nfunction distance(a, b) {\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 * 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 */\nconst dist = distance;\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 */\nfunction distanceSq(a, b) {\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 * 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 */\nconst distSq = distanceSq;\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 */\nfunction normalize(v, dst) {\n dst = dst || new VecType(4);\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 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 }\n else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n }\n return dst;\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 */\nfunction negate(v, dst) {\n dst = dst || new VecType(4);\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n dst[3] = -v[3];\n return dst;\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 */\nfunction copy(v, dst) {\n dst = dst || new VecType(4);\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n dst[3] = v[3];\n return dst;\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 */\nconst clone = copy;\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 */\nfunction multiply(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst mul = multiply;\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 */\nfunction divide(a, b, dst) {\n dst = dst || new VecType(4);\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 return dst;\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 */\nconst div = divide;\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 */\nfunction zero(dst) {\n dst = dst || new VecType(4);\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n return dst;\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 */\nfunction transformMat4(v, m, dst) {\n dst = dst || new VecType(4);\n const x = v[0];\n const y = v[1];\n const z = v[2];\n const w = v[3];\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 return dst;\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 */\nfunction setLength(a, len, dst) {\n dst = dst || new VecType(4);\n normalize(a, dst);\n return mulScalar(dst, len, dst);\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 */\nfunction truncate(a, maxLen, dst) {\n dst = dst || new VecType(4);\n if (length(a) > maxLen) {\n return setLength(a, maxLen, dst);\n }\n return copy(a, dst);\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 */\nfunction midpoint(a, b, dst) {\n dst = dst || new VecType(4);\n return lerp(a, b, 0.5, dst);\n}\n\nvar vec4Impl = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add,\n addScaled: addScaled,\n ceil: ceil,\n clamp: clamp,\n clone: clone,\n copy: copy,\n create: create,\n dist: dist,\n distSq: distSq,\n distance: distance,\n distanceSq: distanceSq,\n div: div,\n divScalar: divScalar,\n divide: divide,\n dot: dot,\n equals: equals,\n equalsApproximately: equalsApproximately,\n floor: floor,\n fromValues: fromValues,\n inverse: inverse,\n invert: invert,\n len: len,\n lenSq: lenSq,\n length: length,\n lengthSq: lengthSq,\n lerp: lerp,\n lerpV: lerpV,\n max: max,\n midpoint: midpoint,\n min: min,\n mul: mul,\n mulScalar: mulScalar,\n multiply: multiply,\n negate: negate,\n normalize: normalize,\n round: round,\n scale: scale,\n set: set,\n setDefaultType: setDefaultType$1,\n setLength: setLength,\n sub: sub,\n subtract: subtract,\n transformMat4: transformMat4,\n truncate: truncate,\n zero: zero\n});\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 */\nfunction setDefaultType(ctor) {\n setDefaultType$4(ctor);\n setDefaultType$3(ctor);\n setDefaultType$2(ctor);\n setDefaultType$6(ctor);\n setDefaultType$5(ctor);\n setDefaultType$1(ctor);\n}\n\nexport { mat3Impl as mat3, mat4Impl as mat4, quatImpl as quat, setDefaultType, utils, vec2Impl as vec2, vec3Impl as vec3, vec4Impl as vec4 };\n//# sourceMappingURL=wgpu-matrix.module.js.map\n","export const cubeVertexSize = 4 * 10; // Byte size of one cube vertex.\nexport const cubePositionOffset = 0;\nexport const cubeColorOffset = 4 * 4; // Byte offset of cube vertex color attribute.\nexport const cubeUVOffset = 4 * 8;\nexport const cubeVertexCount = 36;\n\n// prettier-ignore\nexport const cubeVertexArray = new Float32Array([\n // float4 position, float4 color, float2 uv,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 1,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 0,\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 0,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 0,\n\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n 1, -1, 1, 1, 1, 0, 1, 1, 1, 1,\n 1, -1, -1, 1, 1, 0, 0, 1, 1, 0,\n 1, 1, -1, 1, 1, 1, 0, 1, 0, 0,\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n 1, -1, -1, 1, 1, 0, 0, 1, 1, 0,\n\n -1, 1, 1, 1, 0, 1, 1, 1, 0, 1,\n 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,\n 1, 1, -1, 1, 1, 1, 0, 1, 1, 0,\n -1, 1, -1, 1, 0, 1, 0, 1, 0, 0,\n -1, 1, 1, 1, 0, 1, 1, 1, 0, 1,\n 1, 1, -1, 1, 1, 1, 0, 1, 1, 0,\n\n -1, -1, 1, 1, 0, 0, 1, 1, 0, 1,\n -1, 1, 1, 1, 0, 1, 1, 1, 1, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n -1, -1, -1, 1, 0, 0, 0, 1, 0, 0,\n -1, -1, 1, 1, 0, 0, 1, 1, 0, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n -1, 1, 1, 1, 0, 1, 1, 1, 1, 1,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 0,\n -1, -1, 1, 1, 0, 0, 1, 1, 1, 0,\n 1, -1, 1, 1, 1, 0, 1, 1, 0, 0,\n 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,\n\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 1,\n -1, -1, -1, 1, 0, 0, 0, 1, 1, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n 1, 1, -1, 1, 1, 1, 0, 1, 0, 0,\n 1, -1, -1, 1, 1, 0, 0, 1, 0, 1,\n -1, 1, -1, 1, 0, 1, 0, 1, 1, 0,\n]);\n","import { mat4, vec3 } from 'wgpu-matrix';\n\nimport {\n cubeVertexArray,\n cubeVertexSize,\n cubeUVOffset,\n cubePositionOffset,\n cubeVertexCount,\n} from '../../meshes/cube';\n\nimport basicVertWGSL from '../../shaders/basic.vert.wgsl';\nimport sampleCubemapWGSL from './sampleCubemap.frag.wgsl';\n\nconst canvas = document.querySelector('canvas') as HTMLCanvasElement;\nconst adapter = await navigator.gpu.requestAdapter();\nconst device = await adapter.requestDevice();\n\nconst context = canvas.getContext('webgpu') as GPUCanvasContext;\n\nconst devicePixelRatio = window.devicePixelRatio;\ncanvas.width = canvas.clientWidth * devicePixelRatio;\ncanvas.height = canvas.clientHeight * devicePixelRatio;\nconst presentationFormat = navigator.gpu.getPreferredCanvasFormat();\n\ncontext.configure({\n device,\n format: presentationFormat,\n alphaMode: 'premultiplied',\n});\n\n// Create a vertex buffer from the cube data.\nconst verticesBuffer = device.createBuffer({\n size: cubeVertexArray.byteLength,\n usage: GPUBufferUsage.VERTEX,\n mappedAtCreation: true,\n});\nnew Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);\nverticesBuffer.unmap();\n\nconst pipeline = device.createRenderPipeline({\n layout: 'auto',\n vertex: {\n module: device.createShaderModule({\n code: basicVertWGSL,\n }),\n buffers: [\n {\n arrayStride: cubeVertexSize,\n attributes: [\n {\n // position\n shaderLocation: 0,\n offset: cubePositionOffset,\n format: 'float32x4',\n },\n {\n // uv\n shaderLocation: 1,\n offset: cubeUVOffset,\n format: 'float32x2',\n },\n ],\n },\n ],\n },\n fragment: {\n module: device.createShaderModule({\n code: sampleCubemapWGSL,\n }),\n targets: [\n {\n format: presentationFormat,\n },\n ],\n },\n primitive: {\n topology: 'triangle-list',\n\n // Since we are seeing from inside of the cube\n // and we are using the regular cube geomtry data with outward-facing normals,\n // the cullMode should be 'front' or 'none'.\n cullMode: 'none',\n },\n\n // Enable depth testing so that the fragment closest to the camera\n // is rendered in front.\n depthStencil: {\n depthWriteEnabled: true,\n depthCompare: 'less',\n format: 'depth24plus',\n },\n});\n\nconst depthTexture = device.createTexture({\n size: [canvas.width, canvas.height],\n format: 'depth24plus',\n usage: GPUTextureUsage.RENDER_ATTACHMENT,\n});\n\n// Fetch the 6 separate images for negative/positive x, y, z axis of a cubemap\n// and upload it into a GPUTexture.\nlet cubemapTexture: GPUTexture;\n{\n // The order of the array layers is [+X, -X, +Y, -Y, +Z, -Z]\n const imgSrcs = [\n '../../assets/img/cubemap/posx.jpg',\n '../../assets/img/cubemap/negx.jpg',\n '../../assets/img/cubemap/posy.jpg',\n '../../assets/img/cubemap/negy.jpg',\n '../../assets/img/cubemap/posz.jpg',\n '../../assets/img/cubemap/negz.jpg',\n ];\n const promises = imgSrcs.map(async (src) => {\n const response = await fetch(src);\n return createImageBitmap(await response.blob());\n });\n const imageBitmaps = await Promise.all(promises);\n\n cubemapTexture = device.createTexture({\n dimension: '2d',\n // Create a 2d array texture.\n // Assume each image has the same size.\n size: [imageBitmaps[0].width, imageBitmaps[0].height, 6],\n format: 'rgba8unorm',\n usage:\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_DST |\n GPUTextureUsage.RENDER_ATTACHMENT,\n });\n\n for (let i = 0; i < imageBitmaps.length; i++) {\n const imageBitmap = imageBitmaps[i];\n device.queue.copyExternalImageToTexture(\n { source: imageBitmap },\n { texture: cubemapTexture, origin: [0, 0, i] },\n [imageBitmap.width, imageBitmap.height]\n );\n }\n}\n\nconst uniformBufferSize = 4 * 16; // 4x4 matrix\nconst uniformBuffer = device.createBuffer({\n size: uniformBufferSize,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n});\n\nconst sampler = device.createSampler({\n magFilter: 'linear',\n minFilter: 'linear',\n});\n\nconst uniformBindGroup = device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: uniformBuffer,\n offset: 0,\n size: uniformBufferSize,\n },\n },\n {\n binding: 1,\n resource: sampler,\n },\n {\n binding: 2,\n resource: cubemapTexture.createView({\n dimension: 'cube',\n }),\n },\n ],\n});\n\nconst renderPassDescriptor: GPURenderPassDescriptor = {\n colorAttachments: [\n {\n view: undefined, // Assigned later\n loadOp: 'clear',\n storeOp: 'store',\n },\n ],\n depthStencilAttachment: {\n view: depthTexture.createView(),\n\n depthClearValue: 1.0,\n depthLoadOp: 'clear',\n depthStoreOp: 'store',\n },\n};\n\nconst aspect = canvas.width / canvas.height;\nconst projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 3000);\n\nconst modelMatrix = mat4.scaling(vec3.fromValues(1000, 1000, 1000));\nconst modelViewProjectionMatrix = mat4.create() as Float32Array;\nconst viewMatrix = mat4.identity();\n\nconst tmpMat4 = mat4.create();\n\n// Comppute camera movement:\n// It rotates around Y axis with a slight pitch movement.\nfunction updateTransformationMatrix() {\n const now = Date.now() / 800;\n\n mat4.rotate(\n viewMatrix,\n vec3.fromValues(1, 0, 0),\n (Math.PI / 10) * Math.sin(now),\n tmpMat4\n );\n mat4.rotate(tmpMat4, vec3.fromValues(0, 1, 0), now * 0.2, tmpMat4);\n\n mat4.multiply(tmpMat4, modelMatrix, modelViewProjectionMatrix);\n mat4.multiply(\n projectionMatrix,\n modelViewProjectionMatrix,\n modelViewProjectionMatrix\n );\n}\n\nfunction frame() {\n updateTransformationMatrix();\n device.queue.writeBuffer(\n uniformBuffer,\n 0,\n modelViewProjectionMatrix.buffer,\n modelViewProjectionMatrix.byteOffset,\n modelViewProjectionMatrix.byteLength\n );\n\n renderPassDescriptor.colorAttachments[0].view = context\n .getCurrentTexture()\n .createView();\n\n const commandEncoder = device.createCommandEncoder();\n const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);\n passEncoder.setPipeline(pipeline);\n 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\ No newline at end of file diff --git a/sample/cubemap/meta.ts b/sample/cubemap/meta.ts index 91f5b56a..ab2dcdda 100644 --- a/sample/cubemap/meta.ts +++ b/sample/cubemap/meta.ts @@ -1,7 +1,7 @@ export default { name: 'Cubemap', description: - 'This example shows how to render and sample from a cubemap texture.', + 'This example shows how to render and sample from a cubemap texture. Cubemap image available under a Creative Commons Attribution 3.0 Unported License at https://www.humus.name/index.php?page=Textures&ID=58', filename: __DIRNAME__, sources: [ { path: 'main.ts' }, diff --git a/sample/cubemap/sampleCubemap.frag.wgsl b/sample/cubemap/sampleCubemap.frag.wgsl index 757b42d0..1e04597c 100644 --- a/sample/cubemap/sampleCubemap.frag.wgsl +++ b/sample/cubemap/sampleCubemap.frag.wgsl @@ -7,8 +7,12 @@ fn main( @location(1) fragPosition: vec4f ) -> @location(0) vec4f { // Our camera and the skybox cube are both centered at (0, 0, 0) - // so we can use the cube geomtry position to get viewing vector to sample the cube texture. - // The magnitude of the vector doesn't matter. + // so we can use the cube geometry position to get viewing vector to sample + // the cube texture. The magnitude of the vector doesn't matter. var cubemapVec = fragPosition.xyz - vec3(0.5); + // When viewed from the inside, cubemaps are left-handed (z away from viewer), + // but common camera matrix convention results in a right-handed world space + // (z toward viewer), so we have to flip it. + cubemapVec.z *= -1; return textureSample(myTexture, mySampler, cubemapVec); }