/* * gl-matrix.js - High performance matrix and vector operations for WebGL * Version 1.0.0 */ /* * Copyright (c) 2011 Brandon Jones * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not * be misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ "use strict"; // Type declarations var MatrixArray = (typeof Float32Array !== 'undefined') ? Float32Array : Array, // Fallback for systems that don't support TypedArrays glMatrixArrayType = MatrixArray, // For Backwards compatibility vec3 = {}, mat3 = {}, glmat4 = {}, quat4 = {}; /* * vec3 - 3 Dimensional Vector */ /* * vec3.create * Creates a new instance of a vec3 using the default array type * Any javascript array containing at least 3 numeric elements can serve as a vec3 * * Params: * vec - Optional, vec3 containing values to initialize with * * Returns: * New vec3 */ vec3.create = function (vec) { var dest = new MatrixArray(3); if (vec) { dest[0] = vec[0]; dest[1] = vec[1]; dest[2] = vec[2]; } return dest; }; /* * vec3.set * Copies the values of one vec3 to another * * Params: * vec - vec3 containing values to copy * dest - vec3 receiving copied values * * Returns: * dest */ vec3.set = function (vec, dest) { dest[0] = vec[0]; dest[1] = vec[1]; dest[2] = vec[2]; return dest; }; /* * vec3.add * Performs a vector addition * * Params: * vec - vec3, first operand * vec2 - vec3, second operand * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.add = function (vec, vec2, dest) { if (!dest || vec === dest) { vec[0] += vec2[0]; vec[1] += vec2[1]; vec[2] += vec2[2]; return vec; } dest[0] = vec[0] + vec2[0]; dest[1] = vec[1] + vec2[1]; dest[2] = vec[2] + vec2[2]; return dest; }; /* * vec3.subtract * Performs a vector subtraction * * Params: * vec - vec3, first operand * vec2 - vec3, second operand * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.subtract = function (vec, vec2, dest) { if (!dest || vec === dest) { vec[0] -= vec2[0]; vec[1] -= vec2[1]; vec[2] -= vec2[2]; return vec; } dest[0] = vec[0] - vec2[0]; dest[1] = vec[1] - vec2[1]; dest[2] = vec[2] - vec2[2]; return dest; }; /* * vec3.negate * Negates the components of a vec3 * * Params: * vec - vec3 to negate * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.negate = function (vec, dest) { if (!dest) { dest = vec; } dest[0] = -vec[0]; dest[1] = -vec[1]; dest[2] = -vec[2]; return dest; }; /* * vec3.scale * Multiplies the components of a vec3 by a scalar value * * Params: * vec - vec3 to scale * val - Numeric value to scale by * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.scale = function (vec, val, dest) { if (!dest || vec === dest) { vec[0] *= val; vec[1] *= val; vec[2] *= val; return vec; } dest[0] = vec[0] * val; dest[1] = vec[1] * val; dest[2] = vec[2] * val; return dest; }; /* * vec3.normalize * Generates a unit vector of the same direction as the provided vec3 * If vector length is 0, returns [0, 0, 0] * * Params: * vec - vec3 to normalize * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.normalize = function (vec, dest) { if (!dest) { dest = vec; } var x = vec[0], y = vec[1], z = vec[2], len = Math.sqrt(x * x + y * y + z * z); if (!len) { dest[0] = 0; dest[1] = 0; dest[2] = 0; return dest; } else if (len === 1) { dest[0] = x; dest[1] = y; dest[2] = z; return dest; } len = 1 / len; dest[0] = x * len; dest[1] = y * len; dest[2] = z * len; return dest; }; /* * vec3.cross * Generates the cross product of two vec3s * * Params: * vec - vec3, first operand * vec2 - vec3, second operand * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.cross = function (vec, vec2, dest) { if (!dest) { dest = vec; } var x = vec[0], y = vec[1], z = vec[2], x2 = vec2[0], y2 = vec2[1], z2 = vec2[2]; dest[0] = y * z2 - z * y2; dest[1] = z * x2 - x * z2; dest[2] = x * y2 - y * x2; return dest; }; /* * vec3.length * Caclulates the length of a vec3 * * Params: * vec - vec3 to calculate length of * * Returns: * Length of vec */ vec3.length = function (vec) { var x = vec[0], y = vec[1], z = vec[2]; return Math.sqrt(x * x + y * y + z * z); }; /* * vec3.dot * Caclulates the dot product of two vec3s * * Params: * vec - vec3, first operand * vec2 - vec3, second operand * * Returns: * Dot product of vec and vec2 */ vec3.dot = function (vec, vec2) { return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2]; }; /* * vec3.direction * Generates a unit vector pointing from one vector to another * * Params: * vec - origin vec3 * vec2 - vec3 to point to * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.direction = function (vec, vec2, dest) { if (!dest) { dest = vec; } var x = vec[0] - vec2[0], y = vec[1] - vec2[1], z = vec[2] - vec2[2], len = Math.sqrt(x * x + y * y + z * z); if (!len) { dest[0] = 0; dest[1] = 0; dest[2] = 0; return dest; } len = 1 / len; dest[0] = x * len; dest[1] = y * len; dest[2] = z * len; return dest; }; /* * vec3.lerp * Performs a linear interpolation between two vec3 * * Params: * vec - vec3, first vector * vec2 - vec3, second vector * lerp - interpolation amount between the two inputs * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ vec3.lerp = function (vec, vec2, lerp, dest) { if (!dest) { dest = vec; } dest[0] = vec[0] + lerp * (vec2[0] - vec[0]); dest[1] = vec[1] + lerp * (vec2[1] - vec[1]); dest[2] = vec[2] + lerp * (vec2[2] - vec[2]); return dest; }; /* * vec3.str * Returns a string representation of a vector * * Params: * vec - vec3 to represent as a string * * Returns: * string representation of vec */ vec3.str = function (vec) { return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']'; }; /* * mat3 - 3x3 Matrix */ /* * mat3.create * Creates a new instance of a mat3 using the default array type * Any javascript array containing at least 9 numeric elements can serve as a mat3 * * Params: * mat - Optional, mat3 containing values to initialize with * * Returns: * New mat3 */ mat3.create = function (mat) { var dest = new MatrixArray(9); if (mat) { dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[8] = mat[8]; } return dest; }; /* * mat3.set * Copies the values of one mat3 to another * * Params: * mat - mat3 containing values to copy * dest - mat3 receiving copied values * * Returns: * dest */ mat3.set = function (mat, dest) { dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[8] = mat[8]; return dest; }; /* * mat3.identity * Sets a mat3 to an identity matrix * * Params: * dest - mat3 to set * * Returns: * dest */ mat3.identity = function (dest) { dest[0] = 1; dest[1] = 0; dest[2] = 0; dest[3] = 0; dest[4] = 1; dest[5] = 0; dest[6] = 0; dest[7] = 0; dest[8] = 1; return dest; }; /* * glmat4.transpose * Transposes a mat3 (flips the values over the diagonal) * * Params: * mat - mat3 to transpose * dest - Optional, mat3 receiving transposed values. If not specified result is written to mat * * Returns: * dest is specified, mat otherwise */ mat3.transpose = function (mat, dest) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (!dest || mat === dest) { var a01 = mat[1], a02 = mat[2], a12 = mat[5]; mat[1] = mat[3]; mat[2] = mat[6]; mat[3] = a01; mat[5] = mat[7]; mat[6] = a02; mat[7] = a12; return mat; } dest[0] = mat[0]; dest[1] = mat[3]; dest[2] = mat[6]; dest[3] = mat[1]; dest[4] = mat[4]; dest[5] = mat[7]; dest[6] = mat[2]; dest[7] = mat[5]; dest[8] = mat[8]; return dest; }; /* * mat3.toMat4 * Copies the elements of a mat3 into the upper 3x3 elements of a mat4 * * Params: * mat - mat3 containing values to copy * dest - Optional, mat4 receiving copied values * * Returns: * dest if specified, a new mat4 otherwise */ mat3.toMat4 = function (mat, dest) { if (!dest) { dest = glmat4.create(); } dest[15] = 1; dest[14] = 0; dest[13] = 0; dest[12] = 0; dest[11] = 0; dest[10] = mat[8]; dest[9] = mat[7]; dest[8] = mat[6]; dest[7] = 0; dest[6] = mat[5]; dest[5] = mat[4]; dest[4] = mat[3]; dest[3] = 0; dest[2] = mat[2]; dest[1] = mat[1]; dest[0] = mat[0]; return dest; }; /* * mat3.str * Returns a string representation of a mat3 * * Params: * mat - mat3 to represent as a string * * Returns: * string representation of mat */ mat3.str = function (mat) { return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']'; }; /* * mat4 - 4x4 Matrix */ /* * glmat4.create * Creates a new instance of a mat4 using the default array type * Any javascript array containing at least 16 numeric elements can serve as a mat4 * * Params: * mat - Optional, mat4 containing values to initialize with * * Returns: * New mat4 */ glmat4.create = function (mat) { var dest = new MatrixArray(16); if (mat) { dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11]; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; } return dest; }; /* * glmat4.set * Copies the values of one mat4 to another * * Params: * mat - mat4 containing values to copy * dest - mat4 receiving copied values * * Returns: * dest */ glmat4.set = function (mat, dest) { dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11]; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; return dest; }; /* * glmat4.identity * Sets a mat4 to an identity matrix * * Params: * dest - mat4 to set * * Returns: * dest */ glmat4.identity = function (dest) { dest[0] = 1; dest[1] = 0; dest[2] = 0; dest[3] = 0; dest[4] = 0; dest[5] = 1; dest[6] = 0; dest[7] = 0; dest[8] = 0; dest[9] = 0; dest[10] = 1; dest[11] = 0; dest[12] = 0; dest[13] = 0; dest[14] = 0; dest[15] = 1; return dest; }; /* * glmat4.transpose * Transposes a mat4 (flips the values over the diagonal) * * Params: * mat - mat4 to transpose * dest - Optional, mat4 receiving transposed values. If not specified result is written to mat * * Returns: * dest is specified, mat otherwise */ glmat4.transpose = function (mat, dest) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (!dest || mat === dest) { var a01 = mat[1], a02 = mat[2], a03 = mat[3], a12 = mat[6], a13 = mat[7], a23 = mat[11]; mat[1] = mat[4]; mat[2] = mat[8]; mat[3] = mat[12]; mat[4] = a01; mat[6] = mat[9]; mat[7] = mat[13]; mat[8] = a02; mat[9] = a12; mat[11] = mat[14]; mat[12] = a03; mat[13] = a13; mat[14] = a23; return mat; } dest[0] = mat[0]; dest[1] = mat[4]; dest[2] = mat[8]; dest[3] = mat[12]; dest[4] = mat[1]; dest[5] = mat[5]; dest[6] = mat[9]; dest[7] = mat[13]; dest[8] = mat[2]; dest[9] = mat[6]; dest[10] = mat[10]; dest[11] = mat[14]; dest[12] = mat[3]; dest[13] = mat[7]; dest[14] = mat[11]; dest[15] = mat[15]; return dest; }; /* * glmat4.determinant * Calculates the determinant of a mat4 * * Params: * mat - mat4 to calculate determinant of * * Returns: * determinant of mat */ glmat4.determinant = function (mat) { // Cache the matrix values (makes for huge speed increases!) var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; return (a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 + a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 + a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 + a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 + a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 + a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33); }; /* * glmat4.inverse * Calculates the inverse matrix of a mat4 * * Params: * mat - mat4 to calculate inverse of * dest - Optional, mat4 receiving inverse matrix. If not specified result is written to mat * * Returns: * dest is specified, mat otherwise */ glmat4.inverse = function (mat, dest) { if (!dest) { dest = mat; } // Cache the matrix values (makes for huge speed increases!) var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, // Calculate the determinant (inlined to avoid double-caching) invDet = 1 / (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06); dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet; dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet; dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet; dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet; dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet; dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet; dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet; dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet; dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet; dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet; dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet; dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet; dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet; dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet; dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet; dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet; return dest; }; /* * glmat4.toRotationMat * Copies the upper 3x3 elements of a mat4 into another mat4 * * Params: * mat - mat4 containing values to copy * dest - Optional, mat4 receiving copied values * * Returns: * dest is specified, a new mat4 otherwise */ glmat4.toRotationMat = function (mat, dest) { if (!dest) { dest = glmat4.create(); } dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11]; dest[12] = 0; dest[13] = 0; dest[14] = 0; dest[15] = 1; return dest; }; /* * glmat4.toMat3 * Copies the upper 3x3 elements of a mat4 into a mat3 * * Params: * mat - mat4 containing values to copy * dest - Optional, mat3 receiving copied values * * Returns: * dest is specified, a new mat3 otherwise */ glmat4.toMat3 = function (mat, dest) { if (!dest) { dest = mat3.create(); } dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[4]; dest[4] = mat[5]; dest[5] = mat[6]; dest[6] = mat[8]; dest[7] = mat[9]; dest[8] = mat[10]; return dest; }; /* * glmat4.toInverseMat3 * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3 * The resulting matrix is useful for calculating transformed normals * * Params: * mat - mat4 containing values to invert and copy * dest - Optional, mat3 receiving values * * Returns: * dest is specified, a new mat3 otherwise */ glmat4.toInverseMat3 = function (mat, dest) { // Cache the matrix values (makes for huge speed increases!) var a00 = mat[0], a01 = mat[1], a02 = mat[2], a10 = mat[4], a11 = mat[5], a12 = mat[6], a20 = mat[8], a21 = mat[9], a22 = mat[10], b01 = a22 * a11 - a12 * a21, b11 = -a22 * a10 + a12 * a20, b21 = a21 * a10 - a11 * a20, d = a00 * b01 + a01 * b11 + a02 * b21, id; if (!d) { return null; } id = 1 / d; if (!dest) { dest = mat3.create(); } dest[0] = b01 * id; dest[1] = (-a22 * a01 + a02 * a21) * id; dest[2] = (a12 * a01 - a02 * a11) * id; dest[3] = b11 * id; dest[4] = (a22 * a00 - a02 * a20) * id; dest[5] = (-a12 * a00 + a02 * a10) * id; dest[6] = b21 * id; dest[7] = (-a21 * a00 + a01 * a20) * id; dest[8] = (a11 * a00 - a01 * a10) * id; return dest; }; /* * glmat4.multiply * Performs a matrix multiplication * * Params: * mat - mat4, first operand * mat2 - mat4, second operand * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.multiply = function (mat, mat2, dest) { if (!dest) { dest = mat; } // Cache the matrix values (makes for huge speed increases!) var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15], b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3], b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7], b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11], b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15]; dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30; dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31; dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32; dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33; dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30; dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31; dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32; dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33; dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30; dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31; dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32; dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33; return dest; }; /* * glmat4.multiplyVec3 * Transforms a vec3 with the given matrix * 4th vector component is implicitly '1' * * Params: * mat - mat4 to transform the vector with * vec - vec3 to transform * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ glmat4.multiplyVec3 = function (mat, vec, dest) { if (!dest) { dest = vec; } var x = vec[0], y = vec[1], z = vec[2]; dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; return dest; }; /* * glmat4.multiplyVec4 * Transforms a vec4 with the given matrix * * Params: * mat - mat4 to transform the vector with * vec - vec4 to transform * dest - Optional, vec4 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ glmat4.multiplyVec4 = function (mat, vec, dest) { if (!dest) { dest = vec; } var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w; dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w; dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w; dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w; return dest; }; /* * glmat4.translate * Translates a matrix by the given vector * * Params: * mat - mat4 to translate * vec - vec3 specifying the translation * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.translate = function (mat, vec, dest) { var x = vec[0], y = vec[1], z = vec[2], a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23; if (!dest || mat === dest) { mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15]; return mat; } a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; dest[0] = a00; dest[1] = a01; dest[2] = a02; dest[3] = a03; dest[4] = a10; dest[5] = a11; dest[6] = a12; dest[7] = a13; dest[8] = a20; dest[9] = a21; dest[10] = a22; dest[11] = a23; dest[12] = a00 * x + a10 * y + a20 * z + mat[12]; dest[13] = a01 * x + a11 * y + a21 * z + mat[13]; dest[14] = a02 * x + a12 * y + a22 * z + mat[14]; dest[15] = a03 * x + a13 * y + a23 * z + mat[15]; return dest; }; /* * glmat4.scale * Scales a matrix by the given vector * * Params: * mat - mat4 to scale * vec - vec3 specifying the scale for each axis * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.scale = function (mat, vec, dest) { var x = vec[0], y = vec[1], z = vec[2]; if (!dest || mat === dest) { mat[0] *= x; mat[1] *= x; mat[2] *= x; mat[3] *= x; mat[4] *= y; mat[5] *= y; mat[6] *= y; mat[7] *= y; mat[8] *= z; mat[9] *= z; mat[10] *= z; mat[11] *= z; return mat; } dest[0] = mat[0] * x; dest[1] = mat[1] * x; dest[2] = mat[2] * x; dest[3] = mat[3] * x; dest[4] = mat[4] * y; dest[5] = mat[5] * y; dest[6] = mat[6] * y; dest[7] = mat[7] * y; dest[8] = mat[8] * z; dest[9] = mat[9] * z; dest[10] = mat[10] * z; dest[11] = mat[11] * z; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; return dest; }; /* * glmat4.rotate * Rotates a matrix by the given angle around the specified axis * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance * * Params: * mat - mat4 to rotate * angle - angle (in radians) to rotate * axis - vec3 representing the axis to rotate around * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.rotate = function (mat, angle, axis, dest) { var x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t, a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23, b00, b01, b02, b10, b11, b12, b20, b21, b22; if (!len) { return null; } if (len !== 1) { len = 1 / len; x *= len; y *= len; z *= len; } s = Math.sin(angle); c = Math.cos(angle); t = 1 - c; a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; // Construct the elements of the rotation matrix b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; if (!dest) { dest = mat; } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; } // Perform rotation-specific matrix multiplication dest[0] = a00 * b00 + a10 * b01 + a20 * b02; dest[1] = a01 * b00 + a11 * b01 + a21 * b02; dest[2] = a02 * b00 + a12 * b01 + a22 * b02; dest[3] = a03 * b00 + a13 * b01 + a23 * b02; dest[4] = a00 * b10 + a10 * b11 + a20 * b12; dest[5] = a01 * b10 + a11 * b11 + a21 * b12; dest[6] = a02 * b10 + a12 * b11 + a22 * b12; dest[7] = a03 * b10 + a13 * b11 + a23 * b12; dest[8] = a00 * b20 + a10 * b21 + a20 * b22; dest[9] = a01 * b20 + a11 * b21 + a21 * b22; dest[10] = a02 * b20 + a12 * b21 + a22 * b22; dest[11] = a03 * b20 + a13 * b21 + a23 * b22; return dest; }; /* * glmat4.rotateX * Rotates a matrix by the given angle around the X axis * * Params: * mat - mat4 to rotate * angle - angle (in radians) to rotate * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.rotateX = function (mat, angle, dest) { var s = Math.sin(angle), c = Math.cos(angle), a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11]; if (!dest) { dest = mat; } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3]; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; } // Perform axis-specific matrix multiplication dest[4] = a10 * c + a20 * s; dest[5] = a11 * c + a21 * s; dest[6] = a12 * c + a22 * s; dest[7] = a13 * c + a23 * s; dest[8] = a10 * -s + a20 * c; dest[9] = a11 * -s + a21 * c; dest[10] = a12 * -s + a22 * c; dest[11] = a13 * -s + a23 * c; return dest; }; /* * glmat4.rotateY * Rotates a matrix by the given angle around the Y axis * * Params: * mat - mat4 to rotate * angle - angle (in radians) to rotate * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.rotateY = function (mat, angle, dest) { var s = Math.sin(angle), c = Math.cos(angle), a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11]; if (!dest) { dest = mat; } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7]; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; } // Perform axis-specific matrix multiplication dest[0] = a00 * c + a20 * -s; dest[1] = a01 * c + a21 * -s; dest[2] = a02 * c + a22 * -s; dest[3] = a03 * c + a23 * -s; dest[8] = a00 * s + a20 * c; dest[9] = a01 * s + a21 * c; dest[10] = a02 * s + a22 * c; dest[11] = a03 * s + a23 * c; return dest; }; /* * glmat4.rotateZ * Rotates a matrix by the given angle around the Z axis * * Params: * mat - mat4 to rotate * angle - angle (in radians) to rotate * dest - Optional, mat4 receiving operation result. If not specified result is written to mat * * Returns: * dest if specified, mat otherwise */ glmat4.rotateZ = function (mat, angle, dest) { var s = Math.sin(angle), c = Math.cos(angle), a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7]; if (!dest) { dest = mat; } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11]; dest[12] = mat[12]; dest[13] = mat[13]; dest[14] = mat[14]; dest[15] = mat[15]; } // Perform axis-specific matrix multiplication dest[0] = a00 * c + a10 * s; dest[1] = a01 * c + a11 * s; dest[2] = a02 * c + a12 * s; dest[3] = a03 * c + a13 * s; dest[4] = a00 * -s + a10 * c; dest[5] = a01 * -s + a11 * c; dest[6] = a02 * -s + a12 * c; dest[7] = a03 * -s + a13 * c; return dest; }; /* * glmat4.frustum * Generates a frustum matrix with the given bounds * * Params: * left, right - scalar, left and right bounds of the frustum * bottom, top - scalar, bottom and top bounds of the frustum * near, far - scalar, near and far bounds of the frustum * dest - Optional, mat4 frustum matrix will be written into * * Returns: * dest if specified, a new mat4 otherwise */ glmat4.frustum = function (left, right, bottom, top, near, far, dest) { if (!dest) { dest = glmat4.create(); } var rl = (right - left), tb = (top - bottom), fn = (far - near); dest[0] = (near * 2) / rl; dest[1] = 0; dest[2] = 0; dest[3] = 0; dest[4] = 0; dest[5] = (near * 2) / tb; dest[6] = 0; dest[7] = 0; dest[8] = (right + left) / rl; dest[9] = (top + bottom) / tb; dest[10] = -(far + near) / fn; dest[11] = -1; dest[12] = 0; dest[13] = 0; dest[14] = -(far * near * 2) / fn; dest[15] = 0; return dest; }; /* * glmat4.perspective * Generates a perspective projection matrix with the given bounds * * Params: * fovy - scalar, vertical field of view * aspect - scalar, aspect ratio. typically viewport width/height * near, far - scalar, near and far bounds of the frustum * dest - Optional, mat4 frustum matrix will be written into * * Returns: * dest if specified, a new mat4 otherwise */ glmat4.perspective = function (fovy, aspect, near, far, dest) { var top = near * Math.tan(fovy * Math.PI / 360.0), right = top * aspect; return glmat4.frustum(-right, right, -top, top, near, far, dest); }; /* * glmat4.ortho * Generates a orthogonal projection matrix with the given bounds * * Params: * left, right - scalar, left and right bounds of the frustum * bottom, top - scalar, bottom and top bounds of the frustum * near, far - scalar, near and far bounds of the frustum * dest - Optional, mat4 frustum matrix will be written into * * Returns: * dest if specified, a new mat4 otherwise */ glmat4.ortho = function (left, right, bottom, top, near, far, dest) { if (!dest) { dest = glmat4.create(); } var rl = (right - left), tb = (top - bottom), fn = (far - near); dest[0] = 2 / rl; dest[1] = 0; dest[2] = 0; dest[3] = 0; dest[4] = 0; dest[5] = 2 / tb; dest[6] = 0; dest[7] = 0; dest[8] = 0; dest[9] = 0; dest[10] = -2 / fn; dest[11] = 0; dest[12] = -(left + right) / rl; dest[13] = -(top + bottom) / tb; dest[14] = -(far + near) / fn; dest[15] = 1; return dest; }; /* * glmat4.lookAt * Generates a look-at matrix with the given eye position, focal point, and up axis * * Params: * eye - vec3, position of the viewer * center - vec3, point the viewer is looking at * up - vec3 pointing "up" * dest - Optional, mat4 frustum matrix will be written into * * Returns: * dest if specified, a new mat4 otherwise */ glmat4.lookAt = function (eye, center, up, dest) { if (!dest) { dest = glmat4.create(); } var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, eyex = eye[0], eyey = eye[1], eyez = eye[2], upx = up[0], upy = up[1], upz = up[2], centerx = center[0], centery = center[1], centerz = center[2]; if (eyex === centerx && eyey === centery && eyez === centerz) { return glmat4.identity(dest); } //vec3.direction(eye, center, z); z0 = eyex - center[0]; z1 = eyey - center[1]; z2 = eyez - center[2]; // normalize (no check needed for 0 because of early return) len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); z0 *= len; z1 *= len; z2 *= len; //vec3.normalize(vec3.cross(up, z, x)); x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0; len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } //vec3.normalize(vec3.cross(z, x, y)); y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0; len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } dest[0] = x0; dest[1] = y0; dest[2] = z0; dest[3] = 0; dest[4] = x1; dest[5] = y1; dest[6] = z1; dest[7] = 0; dest[8] = x2; dest[9] = y2; dest[10] = z2; dest[11] = 0; dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); dest[15] = 1; return dest; }; /* * glmat4.str * Returns a string representation of a mat4 * * Params: * mat - mat4 to represent as a string * * Returns: * string representation of mat */ glmat4.str = function (mat) { return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']'; }; /* * quat4 - Quaternions */ /* * quat4.create * Creates a new instance of a quat4 using the default array type * Any javascript array containing at least 4 numeric elements can serve as a quat4 * * Params: * quat - Optional, quat4 containing values to initialize with * * Returns: * New quat4 */ quat4.create = function (quat) { var dest = new MatrixArray(4); if (quat) { dest[0] = quat[0]; dest[1] = quat[1]; dest[2] = quat[2]; dest[3] = quat[3]; } return dest; }; /* * quat4.set * Copies the values of one quat4 to another * * Params: * quat - quat4 containing values to copy * dest - quat4 receiving copied values * * Returns: * dest */ quat4.set = function (quat, dest) { dest[0] = quat[0]; dest[1] = quat[1]; dest[2] = quat[2]; dest[3] = quat[3]; return dest; }; /* * quat4.calculateW * Calculates the W component of a quat4 from the X, Y, and Z components. * Assumes that quaternion is 1 unit in length. * Any existing W component will be ignored. * * Params: * quat - quat4 to calculate W component of * dest - Optional, quat4 receiving calculated values. If not specified result is written to quat * * Returns: * dest if specified, quat otherwise */ quat4.calculateW = function (quat, dest) { var x = quat[0], y = quat[1], z = quat[2]; if (!dest || quat === dest) { quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return quat; } dest[0] = x; dest[1] = y; dest[2] = z; dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return dest; }; /* * quat4.inverse * Calculates the inverse of a quat4 * * Params: * quat - quat4 to calculate inverse of * dest - Optional, quat4 receiving inverse values. If not specified result is written to quat * * Returns: * dest if specified, quat otherwise */ quat4.inverse = function (quat, dest) { if (!dest || quat === dest) { quat[0] *= -1; quat[1] *= -1; quat[2] *= -1; return quat; } dest[0] = -quat[0]; dest[1] = -quat[1]; dest[2] = -quat[2]; dest[3] = quat[3]; return dest; }; /* * quat4.length * Calculates the length of a quat4 * * Params: * quat - quat4 to calculate length of * * Returns: * Length of quat */ quat4.length = function (quat) { var x = quat[0], y = quat[1], z = quat[2], w = quat[3]; return Math.sqrt(x * x + y * y + z * z + w * w); }; /* * quat4.normalize * Generates a unit quaternion of the same direction as the provided quat4 * If quaternion length is 0, returns [0, 0, 0, 0] * * Params: * quat - quat4 to normalize * dest - Optional, quat4 receiving operation result. If not specified result is written to quat * * Returns: * dest if specified, quat otherwise */ quat4.normalize = function (quat, dest) { if (!dest) { dest = quat; } var x = quat[0], y = quat[1], z = quat[2], w = quat[3], len = Math.sqrt(x * x + y * y + z * z + w * w); if (len === 0) { dest[0] = 0; dest[1] = 0; dest[2] = 0; dest[3] = 0; return dest; } len = 1 / len; dest[0] = x * len; dest[1] = y * len; dest[2] = z * len; dest[3] = w * len; return dest; }; /* * quat4.multiply * Performs a quaternion multiplication * * Params: * quat - quat4, first operand * quat2 - quat4, second operand * dest - Optional, quat4 receiving operation result. If not specified result is written to quat * * Returns: * dest if specified, quat otherwise */ quat4.multiply = function (quat, quat2, dest) { if (!dest) { dest = quat; } var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3], qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3]; dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; return dest; }; /* * quat4.multiplyVec3 * Transforms a vec3 with the given quaternion * * Params: * quat - quat4 to transform the vector with * vec - vec3 to transform * dest - Optional, vec3 receiving operation result. If not specified result is written to vec * * Returns: * dest if specified, vec otherwise */ quat4.multiplyVec3 = function (quat, vec, dest) { if (!dest) { dest = vec; } var x = vec[0], y = vec[1], z = vec[2], qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[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 dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return dest; }; /* * quat4.toMat3 * Calculates a 3x3 matrix from the given quat4 * * Params: * quat - quat4 to create matrix from * dest - Optional, mat3 receiving operation result * * Returns: * dest if specified, a new mat3 otherwise */ quat4.toMat3 = function (quat, dest) { if (!dest) { dest = mat3.create(); } var x = quat[0], y = quat[1], z = quat[2], w = quat[3], x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2; dest[0] = 1 - (yy + zz); dest[1] = xy + wz; dest[2] = xz - wy; dest[3] = xy - wz; dest[4] = 1 - (xx + zz); dest[5] = yz + wx; dest[6] = xz + wy; dest[7] = yz - wx; dest[8] = 1 - (xx + yy); return dest; }; /* * quat4.toMat4 * Calculates a 4x4 matrix from the given quat4 * * Params: * quat - quat4 to create matrix from * dest - Optional, mat4 receiving operation result * * Returns: * dest if specified, a new mat4 otherwise */ quat4.toMat4 = function (quat, dest) { if (!dest) { dest = glmat4.create(); } var x = quat[0], y = quat[1], z = quat[2], w = quat[3], x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2; dest[0] = 1 - (yy + zz); dest[1] = xy + wz; dest[2] = xz - wy; dest[3] = 0; dest[4] = xy - wz; dest[5] = 1 - (xx + zz); dest[6] = yz + wx; dest[7] = 0; dest[8] = xz + wy; dest[9] = yz - wx; dest[10] = 1 - (xx + yy); dest[11] = 0; dest[12] = 0; dest[13] = 0; dest[14] = 0; dest[15] = 1; return dest; }; /* * quat4.slerp * Performs a spherical linear interpolation between two quat4 * * Params: * quat - quat4, first quaternion * quat2 - quat4, second quaternion * slerp - interpolation amount between the two inputs * dest - Optional, quat4 receiving operation result. If not specified result is written to quat * * Returns: * dest if specified, quat otherwise */ quat4.slerp = function (quat, quat2, slerp, dest) { if (!dest) { dest = quat; } var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3], halfTheta, sinHalfTheta, ratioA, ratioB; if (Math.abs(cosHalfTheta) >= 1.0) { if (dest !== quat) { dest[0] = quat[0]; dest[1] = quat[1]; dest[2] = quat[2]; dest[3] = quat[3]; } return dest; } halfTheta = Math.acos(cosHalfTheta); sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); if (Math.abs(sinHalfTheta) < 0.001) { dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5); dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5); dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5); dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5); return dest; } ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta; ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta; dest[0] = (quat[0] * ratioA + quat2[0] * ratioB); dest[1] = (quat[1] * ratioA + quat2[1] * ratioB); dest[2] = (quat[2] * ratioA + quat2[2] * ratioB); dest[3] = (quat[3] * ratioA + quat2[3] * ratioB); return dest; }; /* * quat4.str * Returns a string representation of a quaternion * * Params: * quat - quat4 to represent as a string * * Returns: * string representation of quat */ quat4.str = function (quat) { return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']'; };