821 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			821 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
<!DOCTYPE html>
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<html lang="en">
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<head>
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    <meta charset="utf-8">
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    <title>JSDoc: Source: vec3.js</title>
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</head>
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<body>
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<div id="main">
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    <h1 class="page-title">Source: vec3.js</h1>
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    <section>
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        <article>
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            <pre class="prettyprint source linenums"><code>import * as glMatrix from "./common.js";
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/**
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 * 3 Dimensional Vector
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 * @module vec3
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 */
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/**
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 * Creates a new, empty vec3
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 *
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 * @returns {vec3} a new 3D vector
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 */
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export function create() {
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  let out = new glMatrix.ARRAY_TYPE(3);
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  if(glMatrix.ARRAY_TYPE != Float32Array) {
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    out[0] = 0;
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    out[1] = 0;
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    out[2] = 0;
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  }
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  return out;
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}
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/**
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 * Creates a new vec3 initialized with values from an existing vector
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 *
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 * @param {vec3} a vector to clone
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 * @returns {vec3} a new 3D vector
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 */
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export function clone(a) {
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  var out = new glMatrix.ARRAY_TYPE(3);
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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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  return out;
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}
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/**
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 * Calculates the length of a vec3
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 *
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 * @param {vec3} a vector to calculate length of
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 * @returns {Number} length of a
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 */
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export function length(a) {
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  let x = a[0];
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  let y = a[1];
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  let z = a[2];
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  return Math.sqrt(x*x + y*y + z*z);
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}
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/**
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 * Creates a new vec3 initialized with the given values
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 *
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 * @param {Number} x X component
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 * @param {Number} y Y component
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 * @param {Number} z Z component
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 * @returns {vec3} a new 3D vector
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 */
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export function fromValues(x, y, z) {
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  let out = new glMatrix.ARRAY_TYPE(3);
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  out[0] = x;
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  out[1] = y;
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  out[2] = z;
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  return out;
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}
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/**
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 * Copy the values from one vec3 to another
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the source vector
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 * @returns {vec3} out
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 */
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export function copy(out, a) {
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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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  return out;
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}
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/**
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 * Set the components of a vec3 to the given values
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 *
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 * @param {vec3} out the receiving vector
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 * @param {Number} x X component
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 * @param {Number} y Y component
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 * @param {Number} z Z component
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 * @returns {vec3} out
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 */
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export function set(out, x, y, z) {
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  out[0] = x;
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  out[1] = y;
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  out[2] = z;
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  return out;
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}
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/**
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 * Adds two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function add(out, a, b) {
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  out[0] = a[0] + b[0];
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  out[1] = a[1] + b[1];
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  out[2] = a[2] + b[2];
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  return out;
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}
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/**
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 * Subtracts vector b from vector a
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function subtract(out, a, b) {
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  out[0] = a[0] - b[0];
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  out[1] = a[1] - b[1];
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  out[2] = a[2] - b[2];
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  return out;
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}
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/**
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 * Multiplies two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function multiply(out, a, b) {
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  out[0] = a[0] * b[0];
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  out[1] = a[1] * b[1];
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  out[2] = a[2] * b[2];
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  return out;
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}
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/**
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 * Divides two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function divide(out, a, b) {
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  out[0] = a[0] / b[0];
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  out[1] = a[1] / b[1];
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  out[2] = a[2] / b[2];
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  return out;
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}
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/**
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 * Math.ceil the components of a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to ceil
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 * @returns {vec3} out
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 */
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export function ceil(out, a) {
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  out[0] = Math.ceil(a[0]);
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  out[1] = Math.ceil(a[1]);
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  out[2] = Math.ceil(a[2]);
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  return out;
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}
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/**
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 * Math.floor the components of a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to floor
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 * @returns {vec3} out
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 */
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export function floor(out, a) {
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  out[0] = Math.floor(a[0]);
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  out[1] = Math.floor(a[1]);
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  out[2] = Math.floor(a[2]);
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  return out;
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}
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/**
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 * Returns the minimum of two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function min(out, a, b) {
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  out[0] = Math.min(a[0], b[0]);
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  out[1] = Math.min(a[1], b[1]);
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  out[2] = Math.min(a[2], b[2]);
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  return out;
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}
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/**
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 * Returns the maximum of two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function max(out, a, b) {
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  out[0] = Math.max(a[0], b[0]);
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  out[1] = Math.max(a[1], b[1]);
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  out[2] = Math.max(a[2], b[2]);
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  return out;
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}
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/**
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 * Math.round the components of a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to round
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 * @returns {vec3} out
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 */
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export function round(out, a) {
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  out[0] = Math.round(a[0]);
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  out[1] = Math.round(a[1]);
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  out[2] = Math.round(a[2]);
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  return out;
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}
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/**
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 * Scales a vec3 by a scalar number
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the vector to scale
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 * @param {Number} b amount to scale the vector by
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 * @returns {vec3} out
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 */
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export function scale(out, a, b) {
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  out[0] = a[0] * b;
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  out[1] = a[1] * b;
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  out[2] = a[2] * b;
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  return out;
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}
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/**
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 * Adds two vec3's after scaling the second operand by a scalar value
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @param {Number} scale the amount to scale b by before adding
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 * @returns {vec3} out
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 */
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export function scaleAndAdd(out, a, b, scale) {
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  out[0] = a[0] + (b[0] * scale);
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  out[1] = a[1] + (b[1] * scale);
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  out[2] = a[2] + (b[2] * scale);
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  return out;
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}
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/**
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 * Calculates the euclidian distance between two vec3's
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 *
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {Number} distance between a and b
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 */
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export function distance(a, b) {
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  let x = b[0] - a[0];
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  let y = b[1] - a[1];
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  let z = b[2] - a[2];
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  return Math.sqrt(x*x + y*y + z*z);
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}
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/**
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 * Calculates the squared euclidian distance between two vec3's
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 *
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {Number} squared distance between a and b
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 */
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export function squaredDistance(a, b) {
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  let x = b[0] - a[0];
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  let y = b[1] - a[1];
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  let z = b[2] - a[2];
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  return x*x + y*y + z*z;
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}
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/**
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 * Calculates the squared length of a vec3
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 *
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 * @param {vec3} a vector to calculate squared length of
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 * @returns {Number} squared length of a
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 */
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export function squaredLength(a) {
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  let x = a[0];
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  let y = a[1];
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  let z = a[2];
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  return x*x + y*y + z*z;
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}
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/**
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 * Negates the components of a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to negate
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 * @returns {vec3} out
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 */
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export function negate(out, a) {
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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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  return out;
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}
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/**
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 * Returns the inverse of the components of a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to invert
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 * @returns {vec3} out
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 */
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export function inverse(out, a) {
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  out[0] = 1.0 / a[0];
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  out[1] = 1.0 / a[1];
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  out[2] = 1.0 / a[2];
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  return out;
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}
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/**
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 * Normalize a vec3
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a vector to normalize
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 * @returns {vec3} out
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 */
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export function normalize(out, a) {
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  let x = a[0];
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  let y = a[1];
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  let z = a[2];
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  let len = x*x + y*y + z*z;
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  if (len > 0) {
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    //TODO: evaluate use of glm_invsqrt here?
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    len = 1 / Math.sqrt(len);
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    out[0] = a[0] * len;
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    out[1] = a[1] * len;
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    out[2] = a[2] * len;
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  }
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  return out;
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}
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/**
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 * Calculates the dot product of two vec3's
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 *
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {Number} dot product of a and b
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 */
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export function dot(a, b) {
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  return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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/**
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 * Computes the cross product of two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @returns {vec3} out
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 */
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export function cross(out, a, b) {
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  let ax = a[0], ay = a[1], az = a[2];
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  let bx = b[0], by = b[1], bz = b[2];
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  out[0] = ay * bz - az * by;
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  out[1] = az * bx - ax * bz;
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  out[2] = ax * by - ay * bx;
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  return out;
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}
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/**
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 * Performs a linear interpolation between two vec3's
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
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 * @returns {vec3} out
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 */
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export function lerp(out, a, b, t) {
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  let ax = a[0];
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  let ay = a[1];
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  let az = a[2];
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  out[0] = ax + t * (b[0] - ax);
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  out[1] = ay + t * (b[1] - ay);
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  out[2] = az + t * (b[2] - az);
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  return out;
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}
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/**
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 * Performs a hermite interpolation with two control points
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 *
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 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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 * @param {vec3} b the second operand
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 * @param {vec3} c the third operand
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 * @param {vec3} d the fourth operand
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 * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
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 * @returns {vec3} out
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 */
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export function hermite(out, a, b, c, d, t) {
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  let factorTimes2 = t * t;
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  let factor1 = factorTimes2 * (2 * t - 3) + 1;
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  let factor2 = factorTimes2 * (t - 2) + t;
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  let factor3 = factorTimes2 * (t - 1);
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  let factor4 = factorTimes2 * (3 - 2 * t);
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  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
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  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
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  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
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  return out;
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}
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/**
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 * Performs a bezier interpolation with two control points
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 *
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						|
 * @param {vec3} out the receiving vector
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 * @param {vec3} a the first operand
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						|
 * @param {vec3} b the second operand
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 * @param {vec3} c the third operand
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 * @param {vec3} d the fourth operand
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 * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function bezier(out, a, b, c, d, t) {
 | 
						|
  let inverseFactor = 1 - t;
 | 
						|
  let inverseFactorTimesTwo = inverseFactor * inverseFactor;
 | 
						|
  let factorTimes2 = t * t;
 | 
						|
  let factor1 = inverseFactorTimesTwo * inverseFactor;
 | 
						|
  let factor2 = 3 * t * inverseFactorTimesTwo;
 | 
						|
  let factor3 = 3 * factorTimes2 * inverseFactor;
 | 
						|
  let factor4 = factorTimes2 * t;
 | 
						|
 | 
						|
  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
 | 
						|
  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
 | 
						|
  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
 | 
						|
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Generates a random vector with the given scale
 | 
						|
 *
 | 
						|
 * @param {vec3} out the receiving vector
 | 
						|
 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function random(out, scale) {
 | 
						|
  scale = scale || 1.0;
 | 
						|
 | 
						|
  let r = glMatrix.RANDOM() * 2.0 * Math.PI;
 | 
						|
  let z = (glMatrix.RANDOM() * 2.0) - 1.0;
 | 
						|
  let zScale = Math.sqrt(1.0-z*z) * scale;
 | 
						|
 | 
						|
  out[0] = Math.cos(r) * zScale;
 | 
						|
  out[1] = Math.sin(r) * zScale;
 | 
						|
  out[2] = z * scale;
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Transforms the vec3 with a mat4.
 | 
						|
 * 4th vector component is implicitly '1'
 | 
						|
 *
 | 
						|
 * @param {vec3} out the receiving vector
 | 
						|
 * @param {vec3} a the vector to transform
 | 
						|
 * @param {mat4} m matrix to transform with
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function transformMat4(out, a, m) {
 | 
						|
  let x = a[0], y = a[1], z = a[2];
 | 
						|
  let w = m[3] * x + m[7] * y + m[11] * z + m[15];
 | 
						|
  w = w || 1.0;
 | 
						|
  out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
 | 
						|
  out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
 | 
						|
  out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Transforms the vec3 with a mat3.
 | 
						|
 *
 | 
						|
 * @param {vec3} out the receiving vector
 | 
						|
 * @param {vec3} a the vector to transform
 | 
						|
 * @param {mat3} m the 3x3 matrix to transform with
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function transformMat3(out, a, m) {
 | 
						|
  let x = a[0], y = a[1], z = a[2];
 | 
						|
  out[0] = x * m[0] + y * m[3] + z * m[6];
 | 
						|
  out[1] = x * m[1] + y * m[4] + z * m[7];
 | 
						|
  out[2] = x * m[2] + y * m[5] + z * m[8];
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Transforms the vec3 with a quat
 | 
						|
 * Can also be used for dual quaternions. (Multiply it with the real part)
 | 
						|
 *
 | 
						|
 * @param {vec3} out the receiving vector
 | 
						|
 * @param {vec3} a the vector to transform
 | 
						|
 * @param {quat} q quaternion to transform with
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function transformQuat(out, a, q) {
 | 
						|
    // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
 | 
						|
    let qx = q[0], qy = q[1], qz = q[2], qw = q[3];
 | 
						|
    let x = a[0], y = a[1], z = a[2];
 | 
						|
    // var qvec = [qx, qy, qz];
 | 
						|
    // var uv = vec3.cross([], qvec, a);
 | 
						|
    let uvx = qy * z - qz * y,
 | 
						|
        uvy = qz * x - qx * z,
 | 
						|
        uvz = qx * y - qy * x;
 | 
						|
    // var uuv = vec3.cross([], qvec, uv);
 | 
						|
    let uuvx = qy * uvz - qz * uvy,
 | 
						|
        uuvy = qz * uvx - qx * uvz,
 | 
						|
        uuvz = qx * uvy - qy * uvx;
 | 
						|
    // vec3.scale(uv, uv, 2 * w);
 | 
						|
    let w2 = qw * 2;
 | 
						|
    uvx *= w2;
 | 
						|
    uvy *= w2;
 | 
						|
    uvz *= w2;
 | 
						|
    // vec3.scale(uuv, uuv, 2);
 | 
						|
    uuvx *= 2;
 | 
						|
    uuvy *= 2;
 | 
						|
    uuvz *= 2;
 | 
						|
    // return vec3.add(out, a, vec3.add(out, uv, uuv));
 | 
						|
    out[0] = x + uvx + uuvx;
 | 
						|
    out[1] = y + uvy + uuvy;
 | 
						|
    out[2] = z + uvz + uuvz;
 | 
						|
    return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Rotate a 3D vector around the x-axis
 | 
						|
 * @param {vec3} out The receiving vec3
 | 
						|
 * @param {vec3} a The vec3 point to rotate
 | 
						|
 * @param {vec3} b The origin of the rotation
 | 
						|
 * @param {Number} c The angle of rotation
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function rotateX(out, a, b, c){
 | 
						|
  let p = [], r=[];
 | 
						|
  //Translate point to the origin
 | 
						|
  p[0] = a[0] - b[0];
 | 
						|
  p[1] = a[1] - b[1];
 | 
						|
  p[2] = a[2] - b[2];
 | 
						|
 | 
						|
  //perform rotation
 | 
						|
  r[0] = p[0];
 | 
						|
  r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
 | 
						|
  r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
 | 
						|
 | 
						|
  //translate to correct position
 | 
						|
  out[0] = r[0] + b[0];
 | 
						|
  out[1] = r[1] + b[1];
 | 
						|
  out[2] = r[2] + b[2];
 | 
						|
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Rotate a 3D vector around the y-axis
 | 
						|
 * @param {vec3} out The receiving vec3
 | 
						|
 * @param {vec3} a The vec3 point to rotate
 | 
						|
 * @param {vec3} b The origin of the rotation
 | 
						|
 * @param {Number} c The angle of rotation
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function rotateY(out, a, b, c){
 | 
						|
  let p = [], r=[];
 | 
						|
  //Translate point to the origin
 | 
						|
  p[0] = a[0] - b[0];
 | 
						|
  p[1] = a[1] - b[1];
 | 
						|
  p[2] = a[2] - b[2];
 | 
						|
 | 
						|
  //perform rotation
 | 
						|
  r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
 | 
						|
  r[1] = p[1];
 | 
						|
  r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
 | 
						|
 | 
						|
  //translate to correct position
 | 
						|
  out[0] = r[0] + b[0];
 | 
						|
  out[1] = r[1] + b[1];
 | 
						|
  out[2] = r[2] + b[2];
 | 
						|
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Rotate a 3D vector around the z-axis
 | 
						|
 * @param {vec3} out The receiving vec3
 | 
						|
 * @param {vec3} a The vec3 point to rotate
 | 
						|
 * @param {vec3} b The origin of the rotation
 | 
						|
 * @param {Number} c The angle of rotation
 | 
						|
 * @returns {vec3} out
 | 
						|
 */
 | 
						|
export function rotateZ(out, a, b, c){
 | 
						|
  let p = [], r=[];
 | 
						|
  //Translate point to the origin
 | 
						|
  p[0] = a[0] - b[0];
 | 
						|
  p[1] = a[1] - b[1];
 | 
						|
  p[2] = a[2] - b[2];
 | 
						|
 | 
						|
  //perform rotation
 | 
						|
  r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
 | 
						|
  r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
 | 
						|
  r[2] = p[2];
 | 
						|
 | 
						|
  //translate to correct position
 | 
						|
  out[0] = r[0] + b[0];
 | 
						|
  out[1] = r[1] + b[1];
 | 
						|
  out[2] = r[2] + b[2];
 | 
						|
 | 
						|
  return out;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the angle between two 3D vectors
 | 
						|
 * @param {vec3} a The first operand
 | 
						|
 * @param {vec3} b The second operand
 | 
						|
 * @returns {Number} The angle in radians
 | 
						|
 */
 | 
						|
export function angle(a, b) {
 | 
						|
  let tempA = fromValues(a[0], a[1], a[2]);
 | 
						|
  let tempB = fromValues(b[0], b[1], b[2]);
 | 
						|
 | 
						|
  normalize(tempA, tempA);
 | 
						|
  normalize(tempB, tempB);
 | 
						|
 | 
						|
  let cosine = dot(tempA, tempB);
 | 
						|
 | 
						|
  if(cosine > 1.0) {
 | 
						|
    return 0;
 | 
						|
  }
 | 
						|
  else if(cosine < -1.0) {
 | 
						|
    return Math.PI;
 | 
						|
  } else {
 | 
						|
    return Math.acos(cosine);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns a string representation of a vector
 | 
						|
 *
 | 
						|
 * @param {vec3} a vector to represent as a string
 | 
						|
 * @returns {String} string representation of the vector
 | 
						|
 */
 | 
						|
export function str(a) {
 | 
						|
  return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
 | 
						|
 *
 | 
						|
 * @param {vec3} a The first vector.
 | 
						|
 * @param {vec3} b The second vector.
 | 
						|
 * @returns {Boolean} True if the vectors are equal, false otherwise.
 | 
						|
 */
 | 
						|
export function exactEquals(a, b) {
 | 
						|
  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns whether or not the vectors have approximately the same elements in the same position.
 | 
						|
 *
 | 
						|
 * @param {vec3} a The first vector.
 | 
						|
 * @param {vec3} b The second vector.
 | 
						|
 * @returns {Boolean} True if the vectors are equal, false otherwise.
 | 
						|
 */
 | 
						|
export function equals(a, b) {
 | 
						|
  let a0 = a[0], a1 = a[1], a2 = a[2];
 | 
						|
  let b0 = b[0], b1 = b[1], b2 = b[2];
 | 
						|
  return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
 | 
						|
          Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
 | 
						|
          Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.subtract}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const sub = subtract;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.multiply}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const mul = multiply;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.divide}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const div = divide;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.distance}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const dist = distance;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.squaredDistance}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const sqrDist = squaredDistance;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.length}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const len = length;
 | 
						|
 | 
						|
/**
 | 
						|
 * Alias for {@link vec3.squaredLength}
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const sqrLen = squaredLength;
 | 
						|
 | 
						|
/**
 | 
						|
 * Perform some operation over an array of vec3s.
 | 
						|
 *
 | 
						|
 * @param {Array} a the array of vectors to iterate over
 | 
						|
 * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
 | 
						|
 * @param {Number} offset Number of elements to skip at the beginning of the array
 | 
						|
 * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
 | 
						|
 * @param {Function} fn Function to call for each vector in the array
 | 
						|
 * @param {Object} [arg] additional argument to pass to fn
 | 
						|
 * @returns {Array} a
 | 
						|
 * @function
 | 
						|
 */
 | 
						|
export const forEach = (function() {
 | 
						|
  let vec = create();
 | 
						|
 | 
						|
  return function(a, stride, offset, count, fn, arg) {
 | 
						|
    let i, l;
 | 
						|
    if(!stride) {
 | 
						|
      stride = 3;
 | 
						|
    }
 | 
						|
 | 
						|
    if(!offset) {
 | 
						|
      offset = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    if(count) {
 | 
						|
      l = Math.min((count * stride) + offset, a.length);
 | 
						|
    } else {
 | 
						|
      l = a.length;
 | 
						|
    }
 | 
						|
 | 
						|
    for(i = offset; i < l; i += stride) {
 | 
						|
      vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
 | 
						|
      fn(vec, vec, arg);
 | 
						|
      a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
 | 
						|
    }
 | 
						|
 | 
						|
    return a;
 | 
						|
  };
 | 
						|
})();
 | 
						|
</code></pre>
 | 
						|
        </article>
 | 
						|
    </section>
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
</div>
 | 
						|
 | 
						|
<nav>
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						|
    <h2><a href="index.html">Home</a></h2><h3>Modules</h3><ul><li><a href="module-glMatrix.html">glMatrix</a></li><li><a href="module-mat2.html">mat2</a></li><li><a href="module-mat2d.html">mat2d</a></li><li><a href="module-mat3.html">mat3</a></li><li><a href="module-mat4.html">mat4</a></li><li><a href="module-quat.html">quat</a></li><li><a href="module-quat2.html">quat2</a></li><li><a href="module-vec2.html">vec2</a></li><li><a href="module-vec3.html">vec3</a></li><li><a href="module-vec4.html">vec4</a></li></ul>
 | 
						|
</nav>
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 | 
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<footer>
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    Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.5.5</a> on Fri Jul 13 2018 11:51:33 GMT+0200 (W. Europe Daylight Time)
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