170 lines
4.9 KiB
JavaScript
170 lines
4.9 KiB
JavaScript
export function mat4Identity() {
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return new Float32Array([
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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]);
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}
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export function mat4Multiply(out, a, b) {
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let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
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let a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
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let a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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let a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
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let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
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out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[4];
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b1 = b[5];
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b2 = b[6];
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b3 = b[7];
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out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[8];
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b1 = b[9];
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b2 = b[10];
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b3 = b[11];
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out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[12];
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b1 = b[13];
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b2 = b[14];
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b3 = b[15];
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out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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// TODO We only use this in-place for this prototype. Update the signature to enforce this
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return out;
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}
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export function mat4Ortho(out, left, right, bottom, top, near, far) {
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let lr = 1 / (left - right);
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let bt = 1 / (bottom - top);
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let nf = 1 / (near - far);
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out.fill(0);
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out[0] = -2 * lr;
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out[5] = -2 * bt;
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out[10] = 2 * nf;
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out[12] = (left + right) * lr;
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out[13] = (top + bottom) * bt;
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out[14] = (far + near) * nf;
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out[15] = 1;
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return out;
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}
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export function mat4LookAt(out, eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
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let z0 = eyeX - centerX, z1 = eyeY - centerY, z2 = eyeZ - centerZ;
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let len = 1 / Math.hypot(z0, z1, z2);
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z0 *= len;
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z1 *= len;
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z2 *= len;
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let x0 = upY * z2 - upZ * z1, x1 = upZ * z0 - upX * z2, x2 = upX * z1 - upY * z0;
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len = 1 / Math.hypot(x0, x1, x2);
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x0 *= len;
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x1 *= len;
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x2 *= len;
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let y0 = z1 * x2 - z2 * x1, y1 = z2 * x0 - z0 * x2, y2 = z0 * x1 - z1 * x0;
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out[0] = x0;
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out[1] = y0;
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out[2] = z0;
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out[3] = 0;
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out[4] = x1;
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out[5] = y1;
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out[6] = z1;
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out[7] = 0;
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out[8] = x2;
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out[9] = y2;
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out[10] = z2;
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out[11] = 0;
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out[12] = -(x0 * eyeX + x1 * eyeY + x2 * eyeZ);
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out[13] = -(y0 * eyeX + y1 * eyeY + y2 * eyeZ);
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out[14] = -(z0 * eyeX + z1 * eyeY + z2 * eyeZ);
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out[15] = 1;
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return out;
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}
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export function mat4Translate(out, a, v) {
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let x = v[0], y = v[1], z = v[2];
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if (a === out) {
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out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
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out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
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out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
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out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
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} else {
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// TODO We only use this in-place for this prototype. Update the signature to enforce this
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}
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return out;
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}
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export function mat4RotateY(out, a, rad) {
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let s = Math.sin(rad), c = Math.cos(rad);
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let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
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let a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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if (a !== out) {
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out[4] = a[4];
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out[5] = a[5];
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out[6] = a[6];
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out[7] = a[7];
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out[12] = a[12];
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out[13] = a[13];
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out[14] = a[14];
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out[15] = a[15];
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// TODO We only use this in-place for this prototype. Update the signature to enforce this
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}
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out[0] = a00 * c - a20 * s;
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out[1] = a01 * c - a21 * s;
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out[2] = a02 * c - a22 * s;
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out[3] = a03 * c - a23 * s;
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out[8] = a00 * s + a20 * c;
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out[9] = a01 * s + a21 * c;
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out[10] = a02 * s + a22 * c;
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out[11] = a03 * s + a23 * c;
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return out;
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}
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export function mat4RotateX(out, a, rad) {
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let s = Math.sin(rad), c = Math.cos(rad);
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let a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
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let a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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if (a !== out) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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out[12] = a[12];
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out[13] = a[13];
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out[14] = a[14];
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out[15] = a[15];
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// TODO We only use this in-place for this prototype.
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// update the signature to enforce this
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}
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out[4] = a10 * c + a20 * s;
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out[5] = a11 * c + a21 * s;
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out[6] = a12 * c + a22 * s;
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out[7] = a13 * c + a23 * s;
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out[8] = a20 * c - a10 * s;
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out[9] = a21 * c - a11 * s;
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out[10] = a22 * c - a12 * s;
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out[11] = a23 * c - a13 * s;
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return out;
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} |