Index: tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec4.js |
diff --git a/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec4.js b/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec4.js |
new file mode 100644 |
index 0000000000000000000000000000000000000000..f4635ccb9e4574fec2724d4a78df6195e96fdc35 |
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@@ -0,0 +1,486 @@ |
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. |
+ |
+Redistribution and use in source and binary forms, with or without modification, |
+are permitted provided that the following conditions are met: |
+ |
+ * Redistributions of source code must retain the above copyright notice, this |
+ list of conditions and the following disclaimer. |
+ * Redistributions in binary form must reproduce the above copyright notice, |
+ this list of conditions and the following disclaimer in the documentation |
+ and/or other materials provided with the distribution. |
+ |
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND |
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR |
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON |
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ |
+ |
+/** |
+ * @class 4 Dimensional Vector |
+ * @name vec4 |
+ */ |
+var vec4 = {}; |
+ |
+/** |
+ * Creates a new, empty vec4 |
+ * |
+ * @returns {vec4} a new 4D vector |
+ */ |
+vec4.create = function() { |
+ var out = new GLMAT_ARRAY_TYPE(4); |
+ out[0] = 0; |
+ out[1] = 0; |
+ out[2] = 0; |
+ out[3] = 0; |
+ return out; |
+}; |
+ |
+/** |
+ * Creates a new vec4 initialized with values from an existing vector |
+ * |
+ * @param {vec4} a vector to clone |
+ * @returns {vec4} a new 4D vector |
+ */ |
+vec4.clone = function(a) { |
+ var out = new GLMAT_ARRAY_TYPE(4); |
+ out[0] = a[0]; |
+ out[1] = a[1]; |
+ out[2] = a[2]; |
+ out[3] = a[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Creates a new vec4 initialized with the given values |
+ * |
+ * @param {Number} x X component |
+ * @param {Number} y Y component |
+ * @param {Number} z Z component |
+ * @param {Number} w W component |
+ * @returns {vec4} a new 4D vector |
+ */ |
+vec4.fromValues = function(x, y, z, w) { |
+ var out = new GLMAT_ARRAY_TYPE(4); |
+ out[0] = x; |
+ out[1] = y; |
+ out[2] = z; |
+ out[3] = w; |
+ return out; |
+}; |
+ |
+/** |
+ * Copy the values from one vec4 to another |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the source vector |
+ * @returns {vec4} out |
+ */ |
+vec4.copy = function(out, a) { |
+ out[0] = a[0]; |
+ out[1] = a[1]; |
+ out[2] = a[2]; |
+ out[3] = a[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Set the components of a vec4 to the given values |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {Number} x X component |
+ * @param {Number} y Y component |
+ * @param {Number} z Z component |
+ * @param {Number} w W component |
+ * @returns {vec4} out |
+ */ |
+vec4.set = function(out, x, y, z, w) { |
+ out[0] = x; |
+ out[1] = y; |
+ out[2] = z; |
+ out[3] = w; |
+ return out; |
+}; |
+ |
+/** |
+ * Adds two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.add = function(out, a, b) { |
+ out[0] = a[0] + b[0]; |
+ out[1] = a[1] + b[1]; |
+ out[2] = a[2] + b[2]; |
+ out[3] = a[3] + b[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Subtracts two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.subtract = function(out, a, b) { |
+ out[0] = a[0] - b[0]; |
+ out[1] = a[1] - b[1]; |
+ out[2] = a[2] - b[2]; |
+ out[3] = a[3] - b[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.subtract} |
+ * @function |
+ */ |
+vec4.sub = vec4.subtract; |
+ |
+/** |
+ * Multiplies two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.multiply = function(out, a, b) { |
+ out[0] = a[0] * b[0]; |
+ out[1] = a[1] * b[1]; |
+ out[2] = a[2] * b[2]; |
+ out[3] = a[3] * b[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.multiply} |
+ * @function |
+ */ |
+vec4.mul = vec4.multiply; |
+ |
+/** |
+ * Divides two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.divide = function(out, a, b) { |
+ out[0] = a[0] / b[0]; |
+ out[1] = a[1] / b[1]; |
+ out[2] = a[2] / b[2]; |
+ out[3] = a[3] / b[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.divide} |
+ * @function |
+ */ |
+vec4.div = vec4.divide; |
+ |
+/** |
+ * Returns the minimum of two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.min = function(out, a, b) { |
+ out[0] = Math.min(a[0], b[0]); |
+ out[1] = Math.min(a[1], b[1]); |
+ out[2] = Math.min(a[2], b[2]); |
+ out[3] = Math.min(a[3], b[3]); |
+ return out; |
+}; |
+ |
+/** |
+ * Returns the maximum of two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {vec4} out |
+ */ |
+vec4.max = function(out, a, b) { |
+ out[0] = Math.max(a[0], b[0]); |
+ out[1] = Math.max(a[1], b[1]); |
+ out[2] = Math.max(a[2], b[2]); |
+ out[3] = Math.max(a[3], b[3]); |
+ return out; |
+}; |
+ |
+/** |
+ * Scales a vec4 by a scalar number |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the vector to scale |
+ * @param {Number} b amount to scale the vector by |
+ * @returns {vec4} out |
+ */ |
+vec4.scale = function(out, a, b) { |
+ out[0] = a[0] * b; |
+ out[1] = a[1] * b; |
+ out[2] = a[2] * b; |
+ out[3] = a[3] * b; |
+ return out; |
+}; |
+ |
+/** |
+ * Calculates the euclidian distance between two vec4's |
+ * |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {Number} distance between a and b |
+ */ |
+vec4.distance = function(a, b) { |
+ var x = b[0] - a[0], |
+ y = b[1] - a[1], |
+ z = b[2] - a[2], |
+ w = b[3] - a[3]; |
+ return Math.sqrt(x*x + y*y + z*z + w*w); |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.distance} |
+ * @function |
+ */ |
+vec4.dist = vec4.distance; |
+ |
+/** |
+ * Calculates the squared euclidian distance between two vec4's |
+ * |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {Number} squared distance between a and b |
+ */ |
+vec4.squaredDistance = function(a, b) { |
+ var x = b[0] - a[0], |
+ y = b[1] - a[1], |
+ z = b[2] - a[2], |
+ w = b[3] - a[3]; |
+ return x*x + y*y + z*z + w*w; |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.squaredDistance} |
+ * @function |
+ */ |
+vec4.sqrDist = vec4.squaredDistance; |
+ |
+/** |
+ * Calculates the length of a vec4 |
+ * |
+ * @param {vec4} a vector to calculate length of |
+ * @returns {Number} length of a |
+ */ |
+vec4.length = function (a) { |
+ var x = a[0], |
+ y = a[1], |
+ z = a[2], |
+ w = a[3]; |
+ return Math.sqrt(x*x + y*y + z*z + w*w); |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.length} |
+ * @function |
+ */ |
+vec4.len = vec4.length; |
+ |
+/** |
+ * Calculates the squared length of a vec4 |
+ * |
+ * @param {vec4} a vector to calculate squared length of |
+ * @returns {Number} squared length of a |
+ */ |
+vec4.squaredLength = function (a) { |
+ var x = a[0], |
+ y = a[1], |
+ z = a[2], |
+ w = a[3]; |
+ return x*x + y*y + z*z + w*w; |
+}; |
+ |
+/** |
+ * Alias for {@link vec4.squaredLength} |
+ * @function |
+ */ |
+vec4.sqrLen = vec4.squaredLength; |
+ |
+/** |
+ * Negates the components of a vec4 |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a vector to negate |
+ * @returns {vec4} out |
+ */ |
+vec4.negate = function(out, a) { |
+ out[0] = -a[0]; |
+ out[1] = -a[1]; |
+ out[2] = -a[2]; |
+ out[3] = -a[3]; |
+ return out; |
+}; |
+ |
+/** |
+ * Normalize a vec4 |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a vector to normalize |
+ * @returns {vec4} out |
+ */ |
+vec4.normalize = function(out, a) { |
+ var x = a[0], |
+ y = a[1], |
+ z = a[2], |
+ w = a[3]; |
+ var len = x*x + y*y + z*z + w*w; |
+ if (len > 0) { |
+ len = 1 / Math.sqrt(len); |
+ out[0] = a[0] * len; |
+ out[1] = a[1] * len; |
+ out[2] = a[2] * len; |
+ out[3] = a[3] * len; |
+ } |
+ return out; |
+}; |
+ |
+/** |
+ * Calculates the dot product of two vec4's |
+ * |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @returns {Number} dot product of a and b |
+ */ |
+vec4.dot = function (a, b) { |
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; |
+}; |
+ |
+/** |
+ * Performs a linear interpolation between two vec4's |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the first operand |
+ * @param {vec4} b the second operand |
+ * @param {Number} t interpolation amount between the two inputs |
+ * @returns {vec4} out |
+ */ |
+vec4.lerp = function (out, a, b, t) { |
+ var ax = a[0], |
+ ay = a[1], |
+ az = a[2], |
+ aw = a[3]; |
+ out[0] = ax + t * (b[0] - ax); |
+ out[1] = ay + t * (b[1] - ay); |
+ out[2] = az + t * (b[2] - az); |
+ out[3] = aw + t * (b[3] - aw); |
+ return out; |
+}; |
+ |
+/** |
+ * Transforms the vec4 with a mat4. |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the vector to transform |
+ * @param {mat4} m matrix to transform with |
+ * @returns {vec4} out |
+ */ |
+vec4.transformMat4 = function(out, a, m) { |
+ var x = a[0], y = a[1], z = a[2], w = a[3]; |
+ 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; |
+ out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; |
+ return out; |
+}; |
+ |
+/** |
+ * Transforms the vec4 with a quat |
+ * |
+ * @param {vec4} out the receiving vector |
+ * @param {vec4} a the vector to transform |
+ * @param {quat} q quaternion to transform with |
+ * @returns {vec4} out |
+ */ |
+vec4.transformQuat = function(out, a, q) { |
+ var x = a[0], y = a[1], z = a[2], |
+ qx = q[0], qy = q[1], qz = q[2], qw = q[3], |
+ |
+ // calculate quat * vec |
+ ix = qw * x + qy * z - qz * y, |
+ iy = qw * y + qz * x - qx * z, |
+ iz = qw * z + qx * y - qy * x, |
+ iw = -qx * x - qy * y - qz * z; |
+ |
+ // calculate result * inverse quat |
+ out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; |
+ out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; |
+ out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; |
+ return out; |
+}; |
+ |
+/** |
+ * Perform some operation over an array of vec4s. |
+ * |
+ * @param {Array} a the array of vectors to iterate over |
+ * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed |
+ * @param {Number} offset Number of elements to skip at the beginning of the array |
+ * @param {Number} count Number of vec2s 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 |
+ */ |
+vec4.forEach = (function() { |
+ var vec = vec4.create(); |
+ |
+ return function(a, stride, offset, count, fn, arg) { |
+ var i, l; |
+ if(!stride) { |
+ stride = 4; |
+ } |
+ |
+ 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]; vec[3] = a[i+3]; |
+ fn(vec, vec, arg); |
+ a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; |
+ } |
+ |
+ return a; |
+ }; |
+})(); |
+ |
+/** |
+ * Returns a string representation of a vector |
+ * |
+ * @param {vec4} vec vector to represent as a string |
+ * @returns {String} string representation of the vector |
+ */ |
+vec4.str = function (a) { |
+ return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; |
+}; |
+ |
+if(typeof(exports) !== 'undefined') { |
+ exports.vec4 = vec4; |
+} |