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3+ * Copyright (c) 2010 Mozilla Corporation
4+ * Copyright (c) 2010 Vladimir Vukicevic
5+ * Copyright (c) 2013 John Mayer
7+ * Permission is hereby granted, free of charge, to any person
8+ * obtaining a copy of this software and associated documentation
9+ * files (the "Software"), to deal in the Software without
10+ * restriction, including without limitation the rights to use,
11+ * copy, modify, merge, publish, distribute, sublicense, and/or sell
12+ * copies of the Software, and to permit persons to whom the
13+ * Software is furnished to do so, subject to the following
16+ * The above copyright notice and this permission notice shall be
17+ * included in all copies or substantial portions of the Software.
19+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
21+ * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
22+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
23+ * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
25+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
26+ * OTHER DEALINGS IN THE SOFTWARE.
32+ * Vector and Matrix math utilities for JavaScript, optimized for WebGL.
33+ * Edited to work with Elm Programming Language
37+Elm.Native.MJS.make = function(elm) {
39+ elm.Native = elm.Native || {};
40+ elm.Native.MJS = elm.Native.MJS || {};
41+ if (elm.Native.WebGL.values) return elm.Native.WebGL.values;
44+ * Constant: MJS_VERSION
46+ * mjs version number aa.bb.cc, encoded as an integer of the form:
49+ const MJS_VERSION = 0x000000;
52+ * Constant: MJS_DO_ASSERT
54+ * Enables or disables runtime assertions.
56+ * For potentially more performance, the assert methods can be
57+ * commented out in each place where they are called.
59+ const MJS_DO_ASSERT = true;
61+ // Some hacks for running in both the shell and browser,
62+ // and for supporting F32 and WebGLFloat arrays
63+ try { WebGLFloatArray; } catch (x) { WebGLFloatArray = Float32Array; }
66+ * Constant: MJS_FLOAT_ARRAY_TYPE
68+ * The base float array type. By default, WebGLFloatArray.
70+ * mjs can work with any array-like elements, but if an array
71+ * creation is requested, it will create an array of the type
72+ * MJS_FLOAT_ARRAY_TYPE. Also, the builtin constants such as (M4x4.I)
73+ * will be of this type.
75+ const MJS_FLOAT_ARRAY_TYPE = WebGLFloatArray;
76+ //const MJS_FLOAT_ARRAY_TYPE = Float32Array;
77+ //const MJS_FLOAT_ARRAY_TYPE = Float64Array;
78+ //const MJS_FLOAT_ARRAY_TYPE = Array;
81+ function MathUtils_assert(cond, msg) {
83+ throw "Assertion failed: " + msg;
86+ function MathUtils_assert() { }
92+ * Methods for working with 3-element vectors. A vector is represented by a 3-element array.
93+ * Any valid JavaScript array type may be used, but if new
94+ * vectors are created they are created using the configured MJS_FLOAT_ARRAY_TYPE.
99+ V3._temp1 = new MJS_FLOAT_ARRAY_TYPE(3);
100+ V3._temp2 = new MJS_FLOAT_ARRAY_TYPE(3);
101+ V3._temp3 = new MJS_FLOAT_ARRAY_TYPE(3);
103+ if (MJS_FLOAT_ARRAY_TYPE == Array) {
104+ V3.x = [1.0, 0.0, 0.0];
105+ V3.y = [0.0, 1.0, 0.0];
106+ V3.z = [0.0, 0.0, 1.0];
108+ V3.$ = function V3_$(x, y, z) {
112+ V3.clone = function V3_clone(a) {
113+ //MathUtils_assert(a.length == 3, "a.length == 3");
114+ return [a[0], a[1], a[2]];
117+ V3.x = new MJS_FLOAT_ARRAY_TYPE([1.0, 0.0, 0.0]);
118+ V3.y = new MJS_FLOAT_ARRAY_TYPE([0.0, 1.0, 0.0]);
119+ V3.z = new MJS_FLOAT_ARRAY_TYPE([0.0, 0.0, 1.0]);
124+ * Creates a new 3-element vector with the given values.
128+ * x,y,z - the 3 elements of the new vector.
132+ * A new vector containing with the given argument values.
135+ V3.$ = function V3_$(x, y, z) {
136+ return new MJS_FLOAT_ARRAY_TYPE([x, y, z]);
140+ * Function: V3.clone
142+ * Clone the given 3-element vector.
146+ * a - the 3-element vector to clone
150+ * A new vector with the same values as the passed-in one.
153+ V3.clone = function V3_clone(a) {
154+ //MathUtils_assert(a.length == 3, "a.length == 3");
155+ return new MJS_FLOAT_ARRAY_TYPE(a);
165+ * Perform r = a + b.
169+ * a - the first vector operand
170+ * b - the second vector operand
171+ * r - optional vector to store the result in
175+ * If r is specified, returns r after performing the operation.
176+ * Otherwise, returns a new 3-element vector with the result.
178+ V3.add = function V3_add(a, b, r) {
179+ //MathUtils_assert(a.length == 3, "a.length == 3");
180+ //MathUtils_assert(b.length == 3, "b.length == 3");
181+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
184+ r = new MJS_FLOAT_ARRAY_TYPE(3);
199+ * a - the first vector operand
200+ * b - the second vector operand
201+ * r - optional vector to store the result in
205+ * If r is specified, returns r after performing the operation.
206+ * Otherwise, returns a new 3-element vector with the result.
208+ V3.sub = function V3_sub(a, b, r) {
209+ //MathUtils_assert(a.length == 3, "a.length == 3");
210+ //MathUtils_assert(b.length == 3, "b.length == 3");
211+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
214+ r = new MJS_FLOAT_ARRAY_TYPE(3);
229+ * a - the vector operand
230+ * r - optional vector to store the result in
234+ * If r is specified, returns r after performing the operation.
235+ * Otherwise, returns a new 3-element vector with the result.
237+ V3.neg = function V3_neg(a, r) {
238+ //MathUtils_assert(a.length == 3, "a.length == 3");
239+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
242+ r = new MJS_FLOAT_ARRAY_TYPE(3);
250+ * Function: V3.direction
253+ * r = (a - b) / |a - b|. The result is the normalized
254+ * direction from a to b.
258+ * a - the first vector operand
259+ * b - the second vector operand
260+ * r - optional vector to store the result in
264+ * If r is specified, returns r after performing the operation.
265+ * Otherwise, returns a new 3-element vector with the result.
267+ V3.direction = function V3_direction(a, b, r) {
268+ //MathUtils_assert(a.length == 3, "a.length == 3");
269+ //MathUtils_assert(b.length == 3, "b.length == 3");
270+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
273+ r = new MJS_FLOAT_ARRAY_TYPE(3);
274+ return V3.normalize(V3.sub(a, b, r), r);
278+ * Function: V3.length
284+ * a - the vector operand
288+ * The length of the given vector.
290+ V3.length = function V3_length(a) {
291+ //MathUtils_assert(a.length == 3, "a.length == 3");
293+ return Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
297+ * Function: V3.lengthSquard
299+ * Perform r = |a|*|a|.
303+ * a - the vector operand
307+ * The square of the length of the given vector.
309+ V3.lengthSquared = function V3_lengthSquared(a) {
310+ //MathUtils_assert(a.length == 3, "a.length == 3");
312+ return a[0]*a[0] + a[1]*a[1] + a[2]*a[2];
316+ * Function: V3.normalize
318+ * Perform r = a / |a|.
322+ * a - the vector operand
323+ * r - optional vector to store the result in
327+ * If r is specified, returns r after performing the operation.
328+ * Otherwise, returns a new 3-element vector with the result.
330+ V3.normalize = function V3_normalize(a, r) {
331+ //MathUtils_assert(a.length == 3, "a.length == 3");
332+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
335+ r = new MJS_FLOAT_ARRAY_TYPE(3);
336+ var im = 1.0 / V3.length(a);
344+ * Function: V3.scale
346+ * Perform r = a * k.
350+ * a - the vector operand
351+ * k - a scalar value
352+ * r - optional vector to store the result in
356+ * If r is specified, returns r after performing the operation.
357+ * Otherwise, returns a new 3-element vector with the result.
359+ V3.scale = function V3_scale(a, k, r) {
360+ //MathUtils_assert(a.length == 3, "a.length == 3");
361+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
364+ r = new MJS_FLOAT_ARRAY_TYPE(3);
379+ * a - the first vector operand
380+ * b - the second vector operand
384+ * The dot product of a and b.
386+ V3.dot = function V3_dot(a, b) {
387+ //MathUtils_assert(a.length == 3, "a.length == 3");
388+ //MathUtils_assert(b.length == 3, "b.length == 3");
390+ return a[0] * b[0] +
396+ * Function: V3.cross
398+ * Perform r = a x b.
402+ * a - the first vector operand
403+ * b - the second vector operand
404+ * r - optional vector to store the result in
408+ * If r is specified, returns r after performing the operation.
409+ * Otherwise, returns a new 3-element vector with the result.
411+ V3.cross = function V3_cross(a, b, r) {
412+ //MathUtils_assert(a.length == 3, "a.length == 3");
413+ //MathUtils_assert(b.length == 3, "b.length == 3");
414+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
417+ r = new MJS_FLOAT_ARRAY_TYPE(3);
418+ r[0] = a[1]*b[2] - a[2]*b[1];
419+ r[1] = a[2]*b[0] - a[0]*b[2];
420+ r[2] = a[0]*b[1] - a[1]*b[0];
425+ * Function: V3.mul4x4
432+ * m - the 4x4 matrix operand
433+ * v - the 3-element vector operand
434+ * r - optional vector to store the result in
438+ * If r is specified, returns r after performing the operation.
439+ * Otherwise, returns a new 3-element vector with the result.
440+ * The 4-element result vector is divided by the w component
441+ * and returned as a 3-element vector.
443+ V3.mul4x4 = function V3_mul4x4(m, v, r) {
444+ //MathUtils_assert(m.length == 16, "m.length == 16");
445+ //MathUtils_assert(v.length == 3, "v.length == 3");
446+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
449+ var tmp = V3._temp1;
451+ r = new MJS_FLOAT_ARRAY_TYPE(3);
455+ w = V3.dot(v, tmp) + m[15];
459+ r[0] = (V3.dot(v, tmp) + m[12])/w;
463+ r[1] = (V3.dot(v, tmp) + m[13])/w;
467+ r[2] = (V3.dot(v, tmp) + m[14])/w;
474+ * Methods for working with 4x4 matrices. A matrix is represented by a 16-element array
475+ * in column-major order. Any valid JavaScript array type may be used, but if new
476+ * matrices are created they are created using the configured MJS_FLOAT_ARRAY_TYPE.
481+ M4x4._temp1 = new MJS_FLOAT_ARRAY_TYPE(16);
482+ M4x4._temp2 = new MJS_FLOAT_ARRAY_TYPE(16);
484+ if (MJS_FLOAT_ARRAY_TYPE == Array) {
485+ M4x4.I = [1.0, 0.0, 0.0, 0.0,
488+ 0.0, 0.0, 0.0, 1.0];
490+ M4x4.$ = function M4x4_$(m00, m01, m02, m03,
495+ return [m00, m01, m02, m03,
498+ m12, m13, m14, m15];
501+ M4x4.clone = function M4x4_clone(m) {
502+ //MathUtils_assert(m.length == 16, "m.length == 16");
503+ return new [m[0], m[1], m[2], m[3],
504+ m[4], m[5], m[6], m[7],
505+ m[8], m[9], m[10], m[11],
506+ m[12], m[13], m[14], m[15]];
509+ M4x4.I = new MJS_FLOAT_ARRAY_TYPE([1.0, 0.0, 0.0, 0.0,
512+ 0.0, 0.0, 0.0, 1.0]);
517+ * Creates a new 4x4 matrix with the given values.
521+ * m00..m15 - the 16 elements of the new matrix.
525+ * A new matrix filled with the given argument values.
527+ M4x4.$ = function M4x4_$(m00, m01, m02, m03,
532+ return new MJS_FLOAT_ARRAY_TYPE([m00, m01, m02, m03,
535+ m12, m13, m14, m15]);
539+ * Function: M4x4.clone
541+ * Clone the given 4x4 matrix.
545+ * m - the 4x4 matrix to clone
549+ * A new matrix with the same values as the passed-in one.
551+ M4x4.clone = function M4x4_clone(m) {
552+ //MathUtils_assert(m.length == 16, "m.length == 16");
553+ return new MJS_FLOAT_ARRAY_TYPE(m);
557+ M4x4.identity = M4x4.I;
560+ * Function: M4x4.topLeft3x3
562+ * Return the top left 3x3 matrix from the given 4x4 matrix m.
567+ * r - optional 3x3 matrix to store the result in
571+ * If r is specified, returns r after performing the operation.
572+ * Otherwise, returns a new 3x3 matrix with the result.
574+ M4x4.topLeft3x3 = function M4x4_topLeft3x3(m, r) {
575+ //MathUtils_assert(m.length == 16, "m.length == 16");
576+ //MathUtils_assert(r == undefined || r.length == 9, "r == undefined || r.length == 9");
579+ r = new MJS_FLOAT_ARRAY_TYPE(9);
580+ r[0] = m[0]; r[1] = m[1]; r[2] = m[2];
581+ r[3] = m[4]; r[4] = m[5]; r[5] = m[6];
582+ r[6] = m[8]; r[7] = m[9]; r[8] = m[10];
587+ * Function: M4x4.inverseOrthonormal
589+ * Computes the inverse of the given matrix m, assuming that
590+ * the matrix is orthonormal.
595+ * r - optional 4x4 matrix to store the result in
599+ * If r is specified, returns r after performing the operation.
600+ * Otherwise, returns a new 4x4 matrix with the result.
602+ M4x4.inverseOrthonormal = function M4x4_inverseOrthonormal(m, r) {
603+ //MathUtils_assert(m.length == 16, "m.length == 16");
604+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
605+ //MathUtils_assert(m != r, "m != r");
608+ r = new MJS_FLOAT_ARRAY_TYPE(16);
609+ M4x4.transpose(m, r);
610+ var t = [m[12], m[13], m[14]];
611+ r[3] = r[7] = r[11] = 0;
612+ r[12] = -V3.dot([r[0], r[4], r[8]], t);
613+ r[13] = -V3.dot([r[1], r[5], r[9]], t);
614+ r[14] = -V3.dot([r[2], r[6], r[10]], t);
619+ * Function: M4x4.inverseTo3x3
621+ * Computes the inverse of the given matrix m, but calculates
622+ * only the top left 3x3 values of the result.
627+ * r - optional 3x3 matrix to store the result in
631+ * If r is specified, returns r after performing the operation.
632+ * Otherwise, returns a new 3x3 matrix with the result.
634+ M4x4.inverseTo3x3 = function M4x4_inverseTo3x3(m, r) {
635+ //MathUtils_assert(m.length == 16, "m.length == 16");
636+ //MathUtils_assert(r == undefined || r.length == 9, "r == undefined || r.length == 9");
639+ r = new MJS_FLOAT_ARRAY_TYPE(9);
641+ var a11 = m[10]*m[5]-m[6]*m[9],
642+ a21 = -m[10]*m[1]+m[2]*m[9],
643+ a31 = m[6]*m[1]-m[2]*m[5],
644+ a12 = -m[10]*m[4]+m[6]*m[8],
645+ a22 = m[10]*m[0]-m[2]*m[8],
646+ a32 = -m[6]*m[0]+m[2]*m[4],
647+ a13 = m[9]*m[4]-m[5]*m[8],
648+ a23 = -m[9]*m[0]+m[1]*m[8],
649+ a33 = m[5]*m[0]-m[1]*m[4];
650+ var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
651+ if (det == 0) // no inverse
652+ throw "matrix not invertible";
653+ var idet = 1.0 / det;
669+ * Function: M4x4.makeFrustum
671+ * Creates a matrix for a projection frustum with the given parameters.
675+ * left - the left coordinate of the frustum
676+ * right- the right coordinate of the frustum
677+ * bottom - the bottom coordinate of the frustum
678+ * top - the top coordinate of the frustum
679+ * znear - the near z distance of the frustum
680+ * zfar - the far z distance of the frustum
681+ * r - optional 4x4 matrix to store the result in
685+ * If r is specified, returns r after creating the projection matrix.
686+ * Otherwise, returns a new 4x4 matrix.
688+ M4x4.makeFrustum = function M4x4_makeFrustum(left, right, bottom, top, znear, zfar, r) {
689+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
692+ r = new MJS_FLOAT_ARRAY_TYPE(16);
694+ var X = 2*znear/(right-left);
695+ var Y = 2*znear/(top-bottom);
696+ var A = (right+left)/(right-left);
697+ var B = (top+bottom)/(top-bottom);
698+ var C = -(zfar+znear)/(zfar-znear);
699+ var D = -2*zfar*znear/(zfar-znear);
701+ r[0] = 2*znear/(right-left);
706+ r[5] = 2*znear/(top-bottom);
709+ r[8] = (right+left)/(right-left);
710+ r[9] = (top+bottom)/(top-bottom);
711+ r[10] = -(zfar+znear)/(zfar-znear);
715+ r[14] = -2*zfar*znear/(zfar-znear);
722+ * Function: M4x4.makePerspective
724+ * Creates a matrix for a perspective projection with the given parameters.
728+ * fovy - field of view in the y axis, in degrees
729+ * aspect - aspect ratio
730+ * znear - the near z distance of the projection
731+ * zfar - the far z distance of the projection
732+ * r - optional 4x4 matrix to store the result in
736+ * If r is specified, returns r after creating the projection matrix.
737+ * Otherwise, returns a new 4x4 matrix.
739+ M4x4.makePerspective = function M4x4_makePerspective (fovy, aspect, znear, zfar, r) {
740+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
742+ var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
744+ var xmin = ymin * aspect;
745+ var xmax = ymax * aspect;
747+ return M4x4.makeFrustum(xmin, xmax, ymin, ymax, znear, zfar, r);
751+ * Function: M4x4.makeOrtho
753+ * Creates a matrix for an orthogonal frustum projection with the given parameters.
757+ * left - the left coordinate of the frustum
758+ * right- the right coordinate of the frustum
759+ * bottom - the bottom coordinate of the frustum
760+ * top - the top coordinate of the frustum
761+ * znear - the near z distance of the frustum
762+ * zfar - the far z distance of the frustum
763+ * r - optional 4x4 matrix to store the result in
767+ * If r is specified, returns r after creating the projection matrix.
768+ * Otherwise, returns a new 4x4 matrix.
770+ M4x4.makeOrtho = function M4x4_makeOrtho (left, right, bottom, top, znear, zfar, r) {
771+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
774+ r = new MJS_FLOAT_ARRAY_TYPE(16);
776+ var tX = -(right+left)/(right-left);
777+ var tY = -(top+bottom)/(top-bottom);
778+ var tZ = -(zfar+znear)/(zfar-znear);
779+ var X = 2 / (right-left);
780+ var Y = 2 / (top-bottom);
781+ var Z = -2 / (zfar-znear);
783+ r[0] = 2 / (right-left);
788+ r[5] = 2 / (top-bottom);
793+ r[10] = -2 / (zfar-znear);
795+ r[12] = -(right+left)/(right-left);
796+ r[13] = -(top+bottom)/(top-bottom);
797+ r[14] = -(zfar+znear)/(zfar-znear);
804+ * Function: M4x4.makeOrtho
806+ * Creates a matrix for a 2D orthogonal frustum projection with the given parameters.
807+ * znear and zfar are assumed to be -1 and 1, respectively.
811+ * left - the left coordinate of the frustum
812+ * right- the right coordinate of the frustum
813+ * bottom - the bottom coordinate of the frustum
814+ * top - the top coordinate of the frustum
815+ * r - optional 4x4 matrix to store the result in
819+ * If r is specified, returns r after creating the projection matrix.
820+ * Otherwise, returns a new 4x4 matrix.
822+ M4x4.makeOrtho2D = function M4x4_makeOrtho2D (left, right, bottom, top, r) {
823+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
825+ return M4x4.makeOrtho(left, right, bottom, top, -1, 1, r);
829+ * Function: M4x4.mul
831+ * Performs r = a * b.
835+ * a - the first matrix operand
836+ * b - the second matrix operand
837+ * r - optional 4x4 matrix to store the result in
841+ * If r is specified, returns r after performing the operation.
842+ * Otherwise, returns a new 4x4 matrix with the result.
844+ M4x4.mul = function M4x4_mul(a, b, r) {
845+ //MathUtils_assert(a.length == 16, "a.length == 16");
846+ //MathUtils_assert(b.length == 16, "b.length == 16");
847+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
848+ //MathUtils_assert(a != r && b != r, "a != r && b != r");
851+ r = new MJS_FLOAT_ARRAY_TYPE(16);
887+ r[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
888+ r[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
889+ r[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
890+ r[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
891+ r[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
892+ r[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
893+ r[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
894+ r[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
895+ r[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
896+ r[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
897+ r[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
898+ r[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
899+ r[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
900+ r[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
901+ r[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
902+ r[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
908+ * Function: M4x4.mulOffset
910+ * Performs r' = a * b, where r' is the 16 elements of r starting at element o.
914+ * a - the first matrix operand
915+ * b - the second matrix operand
916+ * r - array to store the result in
917+ * o - offset into r at which to start storing results
923+ M4x4.mulOffset = function M4x4_mulOffset(a, b, r, o) {
924+ //MathUtils_assert(a.length == 16, "a.length == 16");
925+ //MathUtils_assert(b.length == 16, "b.length == 16");
960+ r[o+0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
961+ r[o+1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
962+ r[o+2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
963+ r[o+3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
964+ r[o+4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
965+ r[o+5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
966+ r[o+6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
967+ r[o+7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
968+ r[o+8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
969+ r[o+9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
970+ r[o+10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
971+ r[o+11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
972+ r[o+12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
973+ r[o+13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
974+ r[o+14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
975+ r[o+15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
981+ * Function: M4x4.mulAffine
983+ * Performs r = a * b, assuming a and b are affine (elements 3,7,11,15 = 0,0,0,1)
987+ * a - the first matrix operand
988+ * b - the second matrix operand
989+ * r - optional 4x4 matrix to store the result in
993+ * If r is specified, returns r after performing the operation.
994+ * Otherwise, returns a new 4x4 matrix with the result.
996+ M4x4.mulAffine = function M4x4_mulAffine(a, b, r) {
997+ //MathUtils_assert(a.length == 16, "a.length == 16");
998+ //MathUtils_assert(b.length == 16, "b.length == 16");
999+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1000+ //MathUtils_assert(a != r && b != r, "a != r && b != r");
1002+ if (r == undefined)
1003+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1030+ r[0] = a11 * b11 + a12 * b21 + a13 * b31;
1031+ r[1] = a21 * b11 + a22 * b21 + a23 * b31;
1032+ r[2] = a31 * b11 + a32 * b21 + a33 * b31;
1034+ r[4] = a11 * b12 + a12 * b22 + a13 * b32;
1035+ r[5] = a21 * b12 + a22 * b22 + a23 * b32;
1036+ r[6] = a31 * b12 + a32 * b22 + a33 * b32;
1038+ r[8] = a11 * b13 + a12 * b23 + a13 * b33;
1039+ r[9] = a21 * b13 + a22 * b23 + a23 * b33;
1040+ r[10] = a31 * b13 + a32 * b23 + a33 * b33;
1042+ r[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14;
1043+ r[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24;
1044+ r[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34;
1051+ * Function: M4x4.mulAffineOffset
1053+ * Performs r' = a * b, assuming a and b are affine (elements 3,7,11,15 = 0,0,0,1), where r' is the 16 elements of r starting at element o
1057+ * a - the first matrix operand
1058+ * b - the second matrix operand
1059+ * r - array to store the result in
1060+ * o - offset into r at which to start storing results
1066+ M4x4.mulAffine = function M4x4_mulAffine(a, b, r, o) {
1067+ //MathUtils_assert(a.length == 16, "a.length == 16");
1068+ //MathUtils_assert(b.length == 16, "b.length == 16");
1070+ if (r == undefined)
1071+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1098+ r[o+0] = a11 * b11 + a12 * b21 + a13 * b31;
1099+ r[o+1] = a21 * b11 + a22 * b21 + a23 * b31;
1100+ r[o+2] = a31 * b11 + a32 * b21 + a33 * b31;
1102+ r[o+4] = a11 * b12 + a12 * b22 + a13 * b32;
1103+ r[o+5] = a21 * b12 + a22 * b22 + a23 * b32;
1104+ r[o+6] = a31 * b12 + a32 * b22 + a33 * b32;
1106+ r[o+8] = a11 * b13 + a12 * b23 + a13 * b33;
1107+ r[o+9] = a21 * b13 + a22 * b23 + a23 * b33;
1108+ r[o+10] = a31 * b13 + a32 * b23 + a33 * b33;
1110+ r[o+12] = a11 * b14 + a12 * b24 + a13 * b34 + a14;
1111+ r[o+13] = a21 * b14 + a22 * b24 + a23 * b34 + a24;
1112+ r[o+14] = a31 * b14 + a32 * b24 + a33 * b34 + a34;
1119+ * Function: M4x4.makeRotate
1121+ * Creates a transformation matrix for rotation by angle radians about the 3-element vector axis.
1125+ * angle - the angle of rotation, in radians
1126+ * axis - the axis around which the rotation is performed, a 3-element vector
1127+ * r - optional 4x4 matrix to store the result in
1131+ * If r is specified, returns r after creating the matrix.
1132+ * Otherwise, returns a new 4x4 matrix with the result.
1134+ M4x4.makeRotate = function M4x4_makeRotate(angle, axis, r) {
1135+ //MathUtils_assert(angle.length == 3, "angle.length == 3");
1136+ //MathUtils_assert(axis.length == 3, "axis.length == 3");
1137+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1139+ if (r == undefined)
1140+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1142+ axis = V3.normalize(axis, V3._temp1);
1143+ var x = axis[0], y = axis[1], z = axis[2];
1144+ var c = Math.cos(angle);
1146+ var s = Math.sin(angle);
1169+ * Function: M4x4.rotate
1171+ * Concatenates a rotation of angle radians about the axis to the give matrix m.
1175+ * angle - the angle of rotation, in radians
1176+ * axis - the axis around which the rotation is performed, a 3-element vector
1177+ * m - the matrix to concatenate the rotation to
1178+ * r - optional 4x4 matrix to store the result in
1182+ * If r is specified, returns r after performing the operation.
1183+ * Otherwise, returns a new 4x4 matrix with the result.
1185+ M4x4.rotate = function M4x4_rotate(angle, axis, m, r) {
1186+ //MathUtils_assert(angle.length == 3, "angle.length == 3");
1187+ //MathUtils_assert(axis.length == 3, "axis.length == 3");
1188+ //MathUtils_assert(m.length == 16, "m.length == 16");
1189+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1191+ if (r == undefined)
1192+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1193+ var a0=axis [0], a1=axis [1], a2=axis [2];
1194+ var l = Math.sqrt(a0*a0 + a1*a1 + a2*a2);
1195+ var x = a0, y = a1, z = a2;
1202+ var c = Math.cos(angle);
1204+ var s = Math.sin(angle);
1208+ var xyc1 = x * y * c1;
1209+ var xzc1 = x * z * c1;
1210+ var yzc1 = y * z * c1;
1225+ var t11 = x * x * c1 + c;
1226+ var t21 = xyc1 + zs;
1227+ var t31 = xzc1 - ys;
1228+ var t12 = xyc1 - zs;
1229+ var t22 = y * y * c1 + c;
1230+ var t32 = yzc1 + xs;
1231+ var t13 = xzc1 + ys;
1232+ var t23 = yzc1 - xs;
1233+ var t33 = z * z * c1 + c;
1235+ r[0] = m11 * t11 + m12 * t21 + m13 * t31;
1236+ r[1] = m21 * t11 + m22 * t21 + m23 * t31;
1237+ r[2] = m31 * t11 + m32 * t21 + m33 * t31;
1238+ r[3] = m41 * t11 + m42 * t21 + m43 * t31;
1239+ r[4] = m11 * t12 + m12 * t22 + m13 * t32;
1240+ r[5] = m21 * t12 + m22 * t22 + m23 * t32;
1241+ r[6] = m31 * t12 + m32 * t22 + m33 * t32;
1242+ r[7] = m41 * t12 + m42 * t22 + m43 * t32;
1243+ r[8] = m11 * t13 + m12 * t23 + m13 * t33;
1244+ r[9] = m21 * t13 + m22 * t23 + m23 * t33;
1245+ r[10] = m31 * t13 + m32 * t23 + m33 * t33;
1246+ r[11] = m41 * t13 + m42 * t23 + m43 * t33;
1257+ * Function: M4x4.makeScale3
1259+ * Creates a transformation matrix for scaling by 3 scalar values, one for
1260+ * each of the x, y, and z directions.
1264+ * x - the scale for the x axis
1265+ * y - the scale for the y axis
1266+ * z - the scale for the z axis
1267+ * r - optional 4x4 matrix to store the result in
1271+ * If r is specified, returns r after creating the matrix.
1272+ * Otherwise, returns a new 4x4 matrix with the result.
1274+ M4x4.makeScale3 = function M4x4_makeScale3(x, y, z, r) {
1275+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1277+ if (r == undefined)
1278+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1301+ * Function: M4x4.makeScale1
1303+ * Creates a transformation matrix for a uniform scale by a single scalar value.
1307+ * k - the scale factor
1308+ * r - optional 4x4 matrix to store the result in
1312+ * If r is specified, returns r after creating the matrix.
1313+ * Otherwise, returns a new 4x4 matrix with the result.
1315+ M4x4.makeScale1 = function M4x4_makeScale1(k, r) {
1316+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1318+ return M4x4.makeScale3(k, k, k, r);
1322+ * Function: M4x4.makeScale
1324+ * Creates a transformation matrix for scaling each of the x, y, and z axes by the amount
1325+ * given in the corresponding element of the 3-element vector.
1329+ * v - the 3-element vector containing the scale factors
1330+ * r - optional 4x4 matrix to store the result in
1334+ * If r is specified, returns r after creating the matrix.
1335+ * Otherwise, returns a new 4x4 matrix with the result.
1337+ M4x4.makeScale = function M4x4_makeScale(v, r) {
1338+ //MathUtils_assert(v.length == 3, "v.length == 3");
1339+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1341+ return M4x4.makeScale3(v[0], v[1], v[2], r);
1345+ * Function: M4x4.scale3
1347+ M4x4.scale3 = function M4x4_scale3(x, y, z, m, r) {
1348+ //MathUtils_assert(m.length == 16, "m.length == 16");
1349+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1367+ if (r == undefined)
1368+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1391+ * Function: M4x4.scale1
1393+ M4x4.scale1 = function M4x4_scale1(k, m, r) {
1394+ //MathUtils_assert(m.length == 16, "m.length == 16");
1395+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1413+ if (r == undefined)
1414+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1437+ * Function: M4x4.scale1
1439+ M4x4.scale = function M4x4_scale(v, m, r) {
1440+ //MathUtils_assert(v.length == 3, "v.length == 3");
1441+ //MathUtils_assert(m.length == 16, "m.length == 16");
1442+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1443+ var x = v[0], y = v[1], z = v[2];
1461+ if (r == undefined)
1462+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1486+ * Function: M4x4.makeTranslate3
1488+ M4x4.makeTranslate3 = function M4x4_makeTranslate3(x, y, z, r) {
1489+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1491+ if (r == undefined)
1492+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1515+ * Function: M4x4.makeTranslate1
1517+ M4x4.makeTranslate1 = function M4x4_makeTranslate1 (k, r) {
1518+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1520+ return M4x4.makeTranslate3(k, k, k, r);
1524+ * Function: M4x4.makeTranslate
1526+ M4x4.makeTranslate = function M4x4_makeTranslate (v, r) {
1527+ //MathUtils_assert(v.length == 3, "v.length == 3");
1528+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1530+ return M4x4.makeTranslate3(v[0], v[1], v[2], r);
1534+ * Function: M4x4.translate3Self
1536+ M4x4.translate3Self = function M4x4_translate3Self (x, y, z, m) {
1537+ //MathUtils_assert(m.length == 16, "m.length == 16");
1538+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1539+ m[12] += m[0] * x + m[4] * y + m[8] * z;
1540+ m[13] += m[1] * x + m[5] * y + m[9] * z;
1541+ m[14] += m[2] * x + m[6] * y + m[10] * z;
1542+ m[15] += m[3] * x + m[7] * y + m[11] * z;
1547+ * Function: M4x4.translate3
1549+ M4x4.translate3 = function M4x4_translate3 (x, y, z, m, r) {
1550+ //MathUtils_assert(m.length == 16, "m.length == 16");
1551+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1554+ m[12] += m[0] * x + m[4] * y + m[8] * z;
1555+ m[13] += m[1] * x + m[5] * y + m[9] * z;
1556+ m[14] += m[2] * x + m[6] * y + m[10] * z;
1557+ m[15] += m[3] * x + m[7] * y + m[11] * z;
1561+ if (r == undefined)
1562+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1590+ r[12] = m11 * x + m12 * y + m13 * z + m[12];
1591+ r[13] = m21 * x + m22 * y + m23 * z + m[13];
1592+ r[14] = m31 * x + m32 * y + m33 * z + m[14];
1593+ r[15] = m41 * x + m42 * y + m43 * z + m[15];
1599+ * Function: M4x4.translate1
1601+ M4x4.translate1 = function M4x4_translate1 (k, m, r) {
1602+ //MathUtils_assert(m.length == 16, "m.length == 16");
1603+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1605+ return M4x4.translate3(k, k, k, m, r);
1608+ * Function: M4x4.translateSelf
1610+ M4x4.translateSelf = function M4x4_translateSelf (v, m) {
1611+ //MathUtils_assert(v.length == 3, "v.length == 3");
1612+ //MathUtils_assert(m.length == 16, "m.length == 16");
1613+ var x=v[0], y=v[1], z=v[2];
1614+ m[12] += m[0] * x + m[4] * y + m[8] * z;
1615+ m[13] += m[1] * x + m[5] * y + m[9] * z;
1616+ m[14] += m[2] * x + m[6] * y + m[10] * z;
1617+ m[15] += m[3] * x + m[7] * y + m[11] * z;
1621+ * Function: M4x4.translate
1623+ M4x4.translate = function M4x4_translate (v, m, r) {
1624+ //MathUtils_assert(v.length == 3, "v.length == 3");
1625+ //MathUtils_assert(m.length == 16, "m.length == 16");
1626+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1627+ var x=v[0], y=v[1], z=v[2];
1629+ m[12] += m[0] * x + m[4] * y + m[8] * z;
1630+ m[13] += m[1] * x + m[5] * y + m[9] * z;
1631+ m[14] += m[2] * x + m[6] * y + m[10] * z;
1632+ m[15] += m[3] * x + m[7] * y + m[11] * z;
1636+ if (r == undefined)
1637+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1664+ r[12] = m11 * x + m12 * y + m13 * z + m[12];
1665+ r[13] = m21 * x + m22 * y + m23 * z + m[13];
1666+ r[14] = m31 * x + m32 * y + m33 * z + m[14];
1667+ r[15] = m41 * x + m42 * y + m43 * z + m[15];
1673+ * Function: M4x4.makeLookAt
1675+ M4x4.makeLookAt = function M4x4_makeLookAt (eye, center, up, r) {
1676+ //MathUtils_assert(eye.length == 3, "eye.length == 3");
1677+ //MathUtils_assert(center.length == 3, "center.length == 3");
1678+ //MathUtils_assert(up.length == 3, "up.length == 3");
1679+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1681+ var z = V3.direction(eye, center, V3._temp1);
1682+ var x = V3.normalize(V3.cross(up, z, V3._temp2), V3._temp2);
1683+ var y = V3.normalize(V3.cross(z, x, V3._temp3), V3._temp3);
1685+ var tm1 = M4x4._temp1;
1686+ var tm2 = M4x4._temp2;
1705+ tm2[0] = 1; tm2[1] = 0; tm2[2] = 0; tm2[3] = 0;
1706+ tm2[4] = 0; tm2[5] = 1; tm2[6] = 0; tm2[7] = 0;
1707+ tm2[8] = 0; tm2[9] = 0; tm2[10] = 1; tm2[11] = 0;
1708+ tm2[12] = -eye[0]; tm2[13] = -eye[1]; tm2[14] = -eye[2]; tm2[15] = 1;
1710+ if (r == undefined)
1711+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1712+ return M4x4.mul(tm1, tm2, r);
1716+ * Function: M4x4.transposeSelf
1718+ M4x4.transposeSelf = function M4x4_transposeSelf (m) {
1719+ //MathUtils_assert(m.length == 16, "m.length == 16");
1720+ var tmp = m[1]; m[1] = m[4]; m[4] = tmp;
1721+ tmp = m[2]; m[2] = m[8]; m[8] = tmp;
1722+ tmp = m[3]; m[3] = m[12]; m[12] = tmp;
1723+ tmp = m[6]; m[6] = m[9]; m[9] = tmp;
1724+ tmp = m[7]; m[7] = m[13]; m[13] = tmp;
1725+ tmp = m[11]; m[11] = m[14]; m[14] = tmp;
1729+ * Function: M4x4.transpose
1731+ M4x4.transpose = function M4x4_transpose (m, r) {
1732+ //MathUtils_assert(m.length == 16, "m.length == 16");
1733+ //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1737+ tmp = m[1]; m[1] = m[4]; m[4] = tmp;
1738+ tmp = m[2]; m[2] = m[8]; m[8] = tmp;
1739+ tmp = m[3]; m[3] = m[12]; m[12] = tmp;
1740+ tmp = m[6]; m[6] = m[9]; m[9] = tmp;
1741+ tmp = m[7]; m[7] = m[13]; m[13] = tmp;
1742+ tmp = m[11]; m[11] = m[14]; m[14] = tmp;
1746+ if (r == undefined)
1747+ r = new MJS_FLOAT_ARRAY_TYPE(16);
1749+ r[0] = m[0]; r[1] = m[4]; r[2] = m[8]; r[3] = m[12];
1750+ r[4] = m[1]; r[5] = m[5]; r[6] = m[9]; r[7] = m[13];
1751+ r[8] = m[2]; r[9] = m[6]; r[10] = m[10]; r[11] = m[14];
1752+ r[12] = m[3]; r[13] = m[7]; r[14] = m[11]; r[15] = m[15];
1759+ * Function: M4x4.transformPoint
1761+ M4x4.transformPoint = function M4x4_transformPoint (m, v, r) {
1762+ //MathUtils_assert(m.length == 16, "m.length == 16");
1763+ //MathUtils_assert(v.length == 3, "v.length == 3");
1764+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1765+ if (r == undefined)
1766+ r = new MJS_FLOAT_ARRAY_TYPE(3);
1768+ var v0 = v[0], v1 = v[1], v2 = v[2];
1770+ r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12];
1771+ r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13];
1772+ r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14];
1773+ var w = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15];
1785+ * Function: M4x4.transformLine
1787+ M4x4.transformLine = function M4x4_transformLine(m, v, r) {
1788+ //MathUtils_assert(m.length == 16, "m.length == 16");
1789+ //MathUtils_assert(v.length == 3, "v.length == 3");
1790+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1791+ if (r == undefined)
1792+ r = new MJS_FLOAT_ARRAY_TYPE(3);
1794+ var v0 = v[0], v1 = v[1], v2 = v[2];
1795+ r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2;
1796+ r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2;
1797+ r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2;
1798+ var w = m[3] * v0 + m[7] * v1 + m[11] * v2;
1811+ * Function: M4x4.transformPointAffine
1813+ M4x4.transformPointAffine = function M4x4_transformPointAffine (m, v, r) {
1814+ //MathUtils_assert(m.length == 16, "m.length == 16");
1815+ //MathUtils_assert(v.length == 3, "v.length == 3");
1816+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1817+ if (r == undefined)
1818+ r = new MJS_FLOAT_ARRAY_TYPE(3);
1820+ var v0 = v[0], v1 = v[1], v2 = v[2];
1822+ r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12];
1823+ r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13];
1824+ r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14];
1830+ * Function: M4x4.transformLineAffine
1832+ M4x4.transformLineAffine = function M4x4_transformLineAffine(m, v, r) {
1833+ //MathUtils_assert(m.length == 16, "m.length == 16");
1834+ //MathUtils_assert(v.length == 3, "v.length == 3");
1835+ //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1836+ if (r == undefined)
1837+ r = new MJS_FLOAT_ARRAY_TYPE(3);
1839+ var v0 = v[0], v1 = v[1], v2 = v[2];
1840+ r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2;
1841+ r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2;
1842+ r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2;
1853+ v3direction: A2(V3.direction),
1854+ v3length: V3.length,
1855+ v3lengthSquared: V3.lengthSquared,
1856+ v3normalize: V3.normalize,
1857+ v3scale: A2(V3.scale),
1859+ v3cross: A2(V3.cross),
1860+ v3mul4x4: A2(V3.mul4x4),
1862+ m4x4clone: M4x4.clone,
1863+ m4x4topLeft3x3: M4x4.topLeft3x3,
1864+ m4x4inverseOrthonormal: M4x4.inverseOrthonormal,
1865+ m4x4inverseTo3x3: M4x4.inverseTo3x3,
1866+ m4x4makeFrustum: A6(M4x4.makeFrustum),
1867+ m4x4makePerspective: A4(M4x4.makePerspective),
1868+ m4x4makeOrtho: A6(M4x4.makeOrtho),
1869+ m4x4makeOrtho2D: A4(M4x4.makeOrtho2D),
1870+ m4x4mul: A2(M4x4.mul),
1871+ m4x4Affine: A2(M4x4.mulAffine),
1872+ m4x4makeRotate: A2(M4x4.makeRotate),
1873+ m4x4rotate: A3(M4x4.rotate),
1874+ m4x4makeScale3: A3(M4x4.makeScale3),
1875+ m4x4makeScale1: M4x4.makeScale1,
1876+ m4x4makeScale: M4x4.makeScale,
1877+ m4x4scale3: A4(M4x4.scale3),
1878+ m4x4scale1: A2(M4x4.scale1),
1879+ m4x4scale: A2(M4x4.scale),
1880+ m4x4makeTranslate3: A3(M4x4.makeTranslate3),
1881+ m4x4makeTranslate1: M4x4.makeTranslate1,
1882+ m4x4makeTranslate: M4x4.makeTranslate,
1883+ m4x4translate3: A4(M4x4.translate3),
1884+ m4x4translate1: A2(M4x4.translate1),
1885+ m4x4translate: A2(M4x4.translate),
1886+ m4x4makeLookAt: A3(M4x4.makeLookAt),
1887+ m4x4transpose: M4x4.transpose,
1888+ m4x4transformPoint: A2(M4x4.transformPoint),
1890+ m4x4_transformLine(m, v, r) {
1891+ m4x4_transformPointAffine (m, v, r) {
1892+ m4x4_transformLineAffine(m, v, r) {