--- /dev/null
+/**
+ * @fileoverview gl-matrix - High performance matrix and vector operations for WebGL
+ * @author Brandon Jones
+ * @author Colin MacKenzie IV
+ * @version 1.3.7
+ */
+
+/*
+ * Copyright (c) 2012 Brandon Jones, Colin MacKenzie IV
+ *
+ * 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.
+ */
+
+// Updated to use a modification of the "returnExportsGlobal" pattern from https://github.com/umdjs/umd
+
+(function (root, factory) {
+ if (typeof exports === 'object') {
+ // Node. Does not work with strict CommonJS, but
+ // only CommonJS-like enviroments that support module.exports,
+ // like Node.
+ module.exports = factory(global);
+ } else if (typeof define === 'function' && define.amd) {
+ // AMD. Register as an anonymous module.
+ define([], function () {
+ return factory(root);
+ });
+ } else {
+ // Browser globals
+ factory(root);
+ }
+}(this, function (root) {
+ "use strict";
+
+ // Tweak to your liking
+ var FLOAT_EPSILON = 0.000001;
+
+ var glMath = {};
+ (function() {
+ if (typeof(Float32Array) != 'undefined') {
+ var y = new Float32Array(1);
+ var i = new Int32Array(y.buffer);
+
+ /**
+ * Fast way to calculate the inverse square root,
+ * see http://jsperf.com/inverse-square-root/5
+ *
+ * If typed arrays are not available, a slower
+ * implementation will be used.
+ *
+ * @param {Number} number the number
+ * @returns {Number} Inverse square root
+ */
+ glMath.invsqrt = function(number) {
+ var x2 = number * 0.5;
+ y[0] = number;
+ var threehalfs = 1.5;
+
+ i[0] = 0x5f3759df - (i[0] >> 1);
+
+ var number2 = y[0];
+
+ return number2 * (threehalfs - (x2 * number2 * number2));
+ };
+ } else {
+ glMath.invsqrt = function(number) { return 1.0 / Math.sqrt(number); };
+ }
+ })();
+
+ /**
+ * @class System-specific optimal array type
+ * @name MatrixArray
+ */
+ var MatrixArray = null;
+
+ // explicitly sets and returns the type of array to use within glMatrix
+ function setMatrixArrayType(type) {
+ MatrixArray = type;
+ return MatrixArray;
+ }
+
+ // auto-detects and returns the best type of array to use within glMatrix, falling
+ // back to Array if typed arrays are unsupported
+ function determineMatrixArrayType() {
+ MatrixArray = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
+ return MatrixArray;
+ }
+
+ determineMatrixArrayType();
+
+ /**
+ * @class 3 Dimensional Vector
+ * @name vec3
+ */
+ var vec3 = {};
+
+ /**
+ * Creates a new instance of a vec3 using the default array type
+ * Any javascript array-like objects containing at least 3 numeric elements can serve as a vec3
+ *
+ * @param {vec3} [vec] vec3 containing values to initialize with
+ *
+ * @returns {vec3} 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];
+ } else {
+ dest[0] = dest[1] = dest[2] = 0;
+ }
+
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a vec3, initializing it with the given arguments
+ *
+ * @param {number} x X value
+ * @param {number} y Y value
+ * @param {number} z Z value
+
+ * @returns {vec3} New vec3
+ */
+ vec3.createFrom = function (x, y, z) {
+ var dest = new MatrixArray(3);
+
+ dest[0] = x;
+ dest[1] = y;
+ dest[2] = z;
+
+ return dest;
+ };
+
+ /**
+ * Copies the values of one vec3 to another
+ *
+ * @param {vec3} vec vec3 containing values to copy
+ * @param {vec3} dest vec3 receiving copied values
+ *
+ * @returns {vec3} dest
+ */
+ vec3.set = function (vec, dest) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ dest[2] = vec[2];
+
+ return dest;
+ };
+
+ /**
+ * Compares two vectors for equality within a certain margin of error
+ *
+ * @param {vec3} a First vector
+ * @param {vec3} b Second vector
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ vec3.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Performs a vector addition
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Performs a vector subtraction
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Performs a vector multiplication
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+ vec3.multiply = 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;
+ };
+
+ /**
+ * Negates the components of a vec3
+ *
+ * @param {vec3} vec vec3 to negate
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Multiplies the components of a vec3 by a scalar value
+ *
+ * @param {vec3} vec vec3 to scale
+ * @param {number} val Value to scale by
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Generates a unit vector of the same direction as the provided vec3
+ * If vector length is 0, returns [0, 0, 0]
+ *
+ * @param {vec3} vec vec3 to normalize
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Generates the cross product of two vec3s
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Caclulates the length of a vec3
+ *
+ * @param {vec3} vec vec3 to calculate length of
+ *
+ * @returns {number} 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);
+ };
+
+ /**
+ * Caclulates the squared length of a vec3
+ *
+ * @param {vec3} vec vec3 to calculate squared length of
+ *
+ * @returns {number} Squared Length of vec
+ */
+ vec3.squaredLength = function (vec) {
+ var x = vec[0], y = vec[1], z = vec[2];
+ return x * x + y * y + z * z;
+ };
+
+ /**
+ * Caclulates the dot product of two vec3s
+ *
+ * @param {vec3} vec First operand
+ * @param {vec3} vec2 Second operand
+ *
+ * @returns {number} Dot product of vec and vec2
+ */
+ vec3.dot = function (vec, vec2) {
+ return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2];
+ };
+
+ /**
+ * Generates a unit vector pointing from one vector to another
+ *
+ * @param {vec3} vec Origin vec3
+ * @param {vec3} vec2 vec3 to point to
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Performs a linear interpolation between two vec3
+ *
+ * @param {vec3} vec First vector
+ * @param {vec3} vec2 Second vector
+ * @param {number} lerp Interpolation amount between the two inputs
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} 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;
+ };
+
+ /**
+ * Calculates the euclidian distance between two vec3
+ *
+ * Params:
+ * @param {vec3} vec First vector
+ * @param {vec3} vec2 Second vector
+ *
+ * @returns {number} Distance between vec and vec2
+ */
+ vec3.dist = function (vec, vec2) {
+ var x = vec2[0] - vec[0],
+ y = vec2[1] - vec[1],
+ z = vec2[2] - vec[2];
+
+ return Math.sqrt(x*x + y*y + z*z);
+ };
+
+ // Pre-allocated to prevent unecessary garbage collection
+ var unprojectMat = null;
+ var unprojectVec = new MatrixArray(4);
+ /**
+ * Projects the specified vec3 from screen space into object space
+ * Based on the <a href="http://webcvs.freedesktop.org/mesa/Mesa/src/glu/mesa/project.c?revision=1.4&view=markup">Mesa gluUnProject implementation</a>
+ *
+ * @param {vec3} vec Screen-space vector to project
+ * @param {mat4} view View matrix
+ * @param {mat4} proj Projection matrix
+ * @param {vec4} viewport Viewport as given to gl.viewport [x, y, width, height]
+ * @param {vec3} [dest] vec3 receiving unprojected result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+ vec3.unproject = function (vec, view, proj, viewport, dest) {
+ if (!dest) { dest = vec; }
+
+ if(!unprojectMat) {
+ unprojectMat = mat4.create();
+ }
+
+ var m = unprojectMat;
+ var v = unprojectVec;
+
+ v[0] = (vec[0] - viewport[0]) * 2.0 / viewport[2] - 1.0;
+ v[1] = (vec[1] - viewport[1]) * 2.0 / viewport[3] - 1.0;
+ v[2] = 2.0 * vec[2] - 1.0;
+ v[3] = 1.0;
+
+ mat4.multiply(proj, view, m);
+ if(!mat4.inverse(m)) { return null; }
+
+ mat4.multiplyVec4(m, v);
+ if(v[3] === 0.0) { return null; }
+
+ dest[0] = v[0] / v[3];
+ dest[1] = v[1] / v[3];
+ dest[2] = v[2] / v[3];
+
+ return dest;
+ };
+
+ var xUnitVec3 = vec3.createFrom(1,0,0);
+ var yUnitVec3 = vec3.createFrom(0,1,0);
+ var zUnitVec3 = vec3.createFrom(0,0,1);
+
+ var tmpvec3 = vec3.create();
+ /**
+ * Generates a quaternion of rotation between two given normalized vectors
+ *
+ * @param {vec3} a Normalized source vector
+ * @param {vec3} b Normalized target vector
+ * @param {quat4} [dest] quat4 receiving operation result.
+ *
+ * @returns {quat4} dest if specified, a new quat4 otherwise
+ */
+ vec3.rotationTo = function (a, b, dest) {
+ if (!dest) { dest = quat4.create(); }
+
+ var d = vec3.dot(a, b);
+ var axis = tmpvec3;
+ if (d >= 1.0) {
+ quat4.set(identityQuat4, dest);
+ } else if (d < (0.000001 - 1.0)) {
+ vec3.cross(xUnitVec3, a, axis);
+ if (vec3.length(axis) < 0.000001)
+ vec3.cross(yUnitVec3, a, axis);
+ if (vec3.length(axis) < 0.000001)
+ vec3.cross(zUnitVec3, a, axis);
+ vec3.normalize(axis);
+ quat4.fromAngleAxis(Math.PI, axis, dest);
+ } else {
+ var s = Math.sqrt((1.0 + d) * 2.0);
+ var sInv = 1.0 / s;
+ vec3.cross(a, b, axis);
+ dest[0] = axis[0] * sInv;
+ dest[1] = axis[1] * sInv;
+ dest[2] = axis[2] * sInv;
+ dest[3] = s * 0.5;
+ quat4.normalize(dest);
+ }
+ if (dest[3] > 1.0) dest[3] = 1.0;
+ else if (dest[3] < -1.0) dest[3] = -1.0;
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {vec3} vec Vector to represent as a string
+ *
+ * @returns {string} String representation of vec
+ */
+ vec3.str = function (vec) {
+ return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
+ };
+
+ /**
+ * @class 3x3 Matrix
+ * @name mat3
+ */
+ var mat3 = {};
+
+ /**
+ * Creates a new instance of a mat3 using the default array type
+ * Any javascript array-like object containing at least 9 numeric elements can serve as a mat3
+ *
+ * @param {mat3} [mat] mat3 containing values to initialize with
+ *
+ * @returns {mat3} 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];
+ } else {
+ dest[0] = dest[1] =
+ dest[2] = dest[3] =
+ dest[4] = dest[5] =
+ dest[6] = dest[7] =
+ dest[8] = 0;
+ }
+
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a mat3, initializing it with the given arguments
+ *
+ * @param {number} m00
+ * @param {number} m01
+ * @param {number} m02
+ * @param {number} m10
+ * @param {number} m11
+ * @param {number} m12
+ * @param {number} m20
+ * @param {number} m21
+ * @param {number} m22
+
+ * @returns {mat3} New mat3
+ */
+ mat3.createFrom = function (m00, m01, m02, m10, m11, m12, m20, m21, m22) {
+ var dest = new MatrixArray(9);
+
+ dest[0] = m00;
+ dest[1] = m01;
+ dest[2] = m02;
+ dest[3] = m10;
+ dest[4] = m11;
+ dest[5] = m12;
+ dest[6] = m20;
+ dest[7] = m21;
+ dest[8] = m22;
+
+ return dest;
+ };
+
+ /**
+ * Calculates the determinant of a mat3
+ *
+ * @param {mat3} mat mat3 to calculate determinant of
+ *
+ * @returns {Number} determinant of mat
+ */
+ mat3.determinant = function (mat) {
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2],
+ a10 = mat[3], a11 = mat[4], a12 = mat[5],
+ a20 = mat[6], a21 = mat[7], a22 = mat[8];
+
+ return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
+ };
+
+ /**
+ * Calculates the inverse matrix of a mat3
+ *
+ * @param {mat3} mat mat3 to calculate inverse of
+ * @param {mat3} [dest] mat3 receiving inverse matrix. If not specified result is written to mat
+ *
+ * @param {mat3} dest is specified, mat otherwise, null if matrix cannot be inverted
+ */
+ mat3.inverse = function (mat, dest) {
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2],
+ a10 = mat[3], a11 = mat[4], a12 = mat[5],
+ a20 = mat[6], a21 = mat[7], a22 = mat[8],
+
+ 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;
+ };
+
+ /**
+ * Performs a matrix multiplication
+ *
+ * @param {mat3} mat First operand
+ * @param {mat3} mat2 Second operand
+ * @param {mat3} [dest] mat3 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat3} dest if specified, mat otherwise
+ */
+ mat3.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],
+ a10 = mat[3], a11 = mat[4], a12 = mat[5],
+ a20 = mat[6], a21 = mat[7], a22 = mat[8],
+
+ b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
+ b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
+ b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
+
+ dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
+ dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
+ dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
+
+ dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
+ dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
+ dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
+
+ dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
+ dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
+ dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
+
+ return dest;
+ };
+
+ /**
+ * Transforms the vec2 according to the given mat3.
+ *
+ * @param {mat3} matrix mat3 to multiply against
+ * @param {vec2} vec the vector to multiply
+ * @param {vec2} [dest] an optional receiving vector. If not given, vec is used.
+ *
+ * @returns {vec2} The multiplication result
+ **/
+ mat3.multiplyVec2 = function(matrix, vec, dest) {
+ if (!dest) dest = vec;
+ var x = vec[0], y = vec[1];
+ dest[0] = x * matrix[0] + y * matrix[3] + matrix[6];
+ dest[1] = x * matrix[1] + y * matrix[4] + matrix[7];
+ return dest;
+ };
+
+ /**
+ * Transforms the vec3 according to the given mat3
+ *
+ * @param {mat3} matrix mat3 to multiply against
+ * @param {vec3} vec the vector to multiply
+ * @param {vec3} [dest] an optional receiving vector. If not given, vec is used.
+ *
+ * @returns {vec3} The multiplication result
+ **/
+ mat3.multiplyVec3 = function(matrix, vec, dest) {
+ if (!dest) dest = vec;
+ var x = vec[0], y = vec[1], z = vec[2];
+ dest[0] = x * matrix[0] + y * matrix[3] + z * matrix[6];
+ dest[1] = x * matrix[1] + y * matrix[4] + z * matrix[7];
+ dest[2] = x * matrix[2] + y * matrix[5] + z * matrix[8];
+
+ return dest;
+ };
+
+ /**
+ * Copies the values of one mat3 to another
+ *
+ * @param {mat3} mat mat3 containing values to copy
+ * @param {mat3} dest mat3 receiving copied values
+ *
+ * @returns {mat3} 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;
+ };
+
+ /**
+ * Compares two matrices for equality within a certain margin of error
+ *
+ * @param {mat3} a First matrix
+ * @param {mat3} b Second matrix
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ mat3.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON &&
+ Math.abs(a[3] - b[3]) < FLOAT_EPSILON &&
+ Math.abs(a[4] - b[4]) < FLOAT_EPSILON &&
+ Math.abs(a[5] - b[5]) < FLOAT_EPSILON &&
+ Math.abs(a[6] - b[6]) < FLOAT_EPSILON &&
+ Math.abs(a[7] - b[7]) < FLOAT_EPSILON &&
+ Math.abs(a[8] - b[8]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Sets a mat3 to an identity matrix
+ *
+ * @param {mat3} dest mat3 to set
+ *
+ * @returns dest if specified, otherwise a new mat3
+ */
+ mat3.identity = function (dest) {
+ if (!dest) { dest = mat3.create(); }
+ 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;
+ };
+
+ /**
+ * Transposes a mat3 (flips the values over the diagonal)
+ *
+ * Params:
+ * @param {mat3} mat mat3 to transpose
+ * @param {mat3} [dest] mat3 receiving transposed values. If not specified result is written to mat
+ *
+ * @returns {mat3} 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;
+ };
+
+ /**
+ * Copies the elements of a mat3 into the upper 3x3 elements of a mat4
+ *
+ * @param {mat3} mat mat3 containing values to copy
+ * @param {mat4} [dest] mat4 receiving copied values
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat3.toMat4 = function (mat, dest) {
+ if (!dest) { dest = mat4.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;
+ };
+
+ /**
+ * Returns a string representation of a mat3
+ *
+ * @param {mat3} mat mat3 to represent as a string
+ *
+ * @param {string} 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] + ']';
+ };
+
+ /**
+ * @class 4x4 Matrix
+ * @name mat4
+ */
+ var mat4 = {};
+
+ /**
+ * Creates a new instance of a mat4 using the default array type
+ * Any javascript array-like object containing at least 16 numeric elements can serve as a mat4
+ *
+ * @param {mat4} [mat] mat4 containing values to initialize with
+ *
+ * @returns {mat4} New mat4
+ */
+ mat4.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;
+ };
+
+ /**
+ * Creates a new instance of a mat4, initializing it with the given arguments
+ *
+ * @param {number} m00
+ * @param {number} m01
+ * @param {number} m02
+ * @param {number} m03
+ * @param {number} m10
+ * @param {number} m11
+ * @param {number} m12
+ * @param {number} m13
+ * @param {number} m20
+ * @param {number} m21
+ * @param {number} m22
+ * @param {number} m23
+ * @param {number} m30
+ * @param {number} m31
+ * @param {number} m32
+ * @param {number} m33
+
+ * @returns {mat4} New mat4
+ */
+ mat4.createFrom = function (m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
+ var dest = new MatrixArray(16);
+
+ dest[0] = m00;
+ dest[1] = m01;
+ dest[2] = m02;
+ dest[3] = m03;
+ dest[4] = m10;
+ dest[5] = m11;
+ dest[6] = m12;
+ dest[7] = m13;
+ dest[8] = m20;
+ dest[9] = m21;
+ dest[10] = m22;
+ dest[11] = m23;
+ dest[12] = m30;
+ dest[13] = m31;
+ dest[14] = m32;
+ dest[15] = m33;
+
+ return dest;
+ };
+
+ /**
+ * Copies the values of one mat4 to another
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat4} dest mat4 receiving copied values
+ *
+ * @returns {mat4} dest
+ */
+ mat4.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;
+ };
+
+ /**
+ * Compares two matrices for equality within a certain margin of error
+ *
+ * @param {mat4} a First matrix
+ * @param {mat4} b Second matrix
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ mat4.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON &&
+ Math.abs(a[3] - b[3]) < FLOAT_EPSILON &&
+ Math.abs(a[4] - b[4]) < FLOAT_EPSILON &&
+ Math.abs(a[5] - b[5]) < FLOAT_EPSILON &&
+ Math.abs(a[6] - b[6]) < FLOAT_EPSILON &&
+ Math.abs(a[7] - b[7]) < FLOAT_EPSILON &&
+ Math.abs(a[8] - b[8]) < FLOAT_EPSILON &&
+ Math.abs(a[9] - b[9]) < FLOAT_EPSILON &&
+ Math.abs(a[10] - b[10]) < FLOAT_EPSILON &&
+ Math.abs(a[11] - b[11]) < FLOAT_EPSILON &&
+ Math.abs(a[12] - b[12]) < FLOAT_EPSILON &&
+ Math.abs(a[13] - b[13]) < FLOAT_EPSILON &&
+ Math.abs(a[14] - b[14]) < FLOAT_EPSILON &&
+ Math.abs(a[15] - b[15]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Sets a mat4 to an identity matrix
+ *
+ * @param {mat4} dest mat4 to set
+ *
+ * @returns {mat4} dest
+ */
+ mat4.identity = function (dest) {
+ if (!dest) { dest = mat4.create(); }
+ 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;
+ };
+
+ /**
+ * Transposes a mat4 (flips the values over the diagonal)
+ *
+ * @param {mat4} mat mat4 to transpose
+ * @param {mat4} [dest] mat4 receiving transposed values. If not specified result is written to mat
+ *
+ * @param {mat4} dest is specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Calculates the determinant of a mat4
+ *
+ * @param {mat4} mat mat4 to calculate determinant of
+ *
+ * @returns {number} determinant of mat
+ */
+ mat4.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);
+ };
+
+ /**
+ * Calculates the inverse matrix of a mat4
+ *
+ * @param {mat4} mat mat4 to calculate inverse of
+ * @param {mat4} [dest] mat4 receiving inverse matrix. If not specified result is written to mat
+ *
+ * @param {mat4} dest is specified, mat otherwise, null if matrix cannot be inverted
+ */
+ mat4.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,
+
+ d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06),
+ invDet;
+
+ // Calculate the determinant
+ if (!d) { return null; }
+ invDet = 1 / d;
+
+ 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;
+ };
+
+ /**
+ * Copies the upper 3x3 elements of a mat4 into another mat4
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat4} [dest] mat4 receiving copied values
+ *
+ * @returns {mat4} dest is specified, a new mat4 otherwise
+ */
+ mat4.toRotationMat = function (mat, dest) {
+ if (!dest) { dest = mat4.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;
+ };
+
+ /**
+ * Copies the upper 3x3 elements of a mat4 into a mat3
+ *
+ * @param {mat4} mat mat4 containing values to copy
+ * @param {mat3} [dest] mat3 receiving copied values
+ *
+ * @returns {mat3} dest is specified, a new mat3 otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * 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:
+ * @param {mat4} mat mat4 containing values to invert and copy
+ * @param {mat3} [dest] mat3 receiving values
+ *
+ * @returns {mat3} dest is specified, a new mat3 otherwise, null if the matrix cannot be inverted
+ */
+ mat4.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;
+ };
+
+ /**
+ * Performs a matrix multiplication
+ *
+ * @param {mat4} mat First operand
+ * @param {mat4} mat2 Second operand
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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];
+ var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
+ var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
+ var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
+
+ // Cache only the current line of the second matrix
+ var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
+ dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+ dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+ dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+ dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+ b0 = mat2[4];
+ b1 = mat2[5];
+ b2 = mat2[6];
+ b3 = mat2[7];
+ dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+ dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+ dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+ dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+ b0 = mat2[8];
+ b1 = mat2[9];
+ b2 = mat2[10];
+ b3 = mat2[11];
+ dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+ dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+ dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+ dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+ b0 = mat2[12];
+ b1 = mat2[13];
+ b2 = mat2[14];
+ b3 = mat2[15];
+ dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+ dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+ dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+ dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+ return dest;
+ };
+
+ /**
+ * Transforms a vec3 with the given matrix
+ * 4th vector component is implicitly '1'
+ *
+ * @param {mat4} mat mat4 to transform the vector with
+ * @param {vec3} vec vec3 to transform
+ * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec3} dest if specified, vec otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Transforms a vec4 with the given matrix
+ *
+ * @param {mat4} mat mat4 to transform the vector with
+ * @param {vec4} vec vec4 to transform
+ * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec4} dest if specified, vec otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Translates a matrix by the given vector
+ *
+ * @param {mat4} mat mat4 to translate
+ * @param {vec3} vec vec3 specifying the translation
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Scales a matrix by the given vector
+ *
+ * @param {mat4} mat mat4 to scale
+ * @param {vec3} vec vec3 specifying the scale for each axis
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @param {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * 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
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {vec3} axis vec3 representing the axis to rotate around
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Rotates a matrix by the given angle around the X axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Rotates a matrix by the given angle around the Y axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Rotates a matrix by the given angle around the Z axis
+ *
+ * @param {mat4} mat mat4 to rotate
+ * @param {number} angle Angle (in radians) to rotate
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat
+ *
+ * @returns {mat4} dest if specified, mat otherwise
+ */
+ mat4.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;
+ };
+
+ /**
+ * Generates a frustum matrix with the given bounds
+ *
+ * @param {number} left Left bound of the frustum
+ * @param {number} right Right bound of the frustum
+ * @param {number} bottom Bottom bound of the frustum
+ * @param {number} top Top bound of the frustum
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat4.frustum = function (left, right, bottom, top, near, far, dest) {
+ if (!dest) { dest = mat4.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;
+ };
+
+ /**
+ * Generates a perspective projection matrix with the given bounds
+ *
+ * @param {number} fovy Vertical field of view
+ * @param {number} aspect Aspect ratio. typically viewport width/height
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat4.perspective = function (fovy, aspect, near, far, dest) {
+ var top = near * Math.tan(fovy * Math.PI / 360.0),
+ right = top * aspect;
+ return mat4.frustum(-right, right, -top, top, near, far, dest);
+ };
+
+ /**
+ * Generates a orthogonal projection matrix with the given bounds
+ *
+ * @param {number} left Left bound of the frustum
+ * @param {number} right Right bound of the frustum
+ * @param {number} bottom Bottom bound of the frustum
+ * @param {number} top Top bound of the frustum
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat4.ortho = function (left, right, bottom, top, near, far, dest) {
+ if (!dest) { dest = mat4.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;
+ };
+
+ /**
+ * Generates a look-at matrix with the given eye position, focal point, and up axis
+ *
+ * @param {vec3} eye Position of the viewer
+ * @param {vec3} center Point the viewer is looking at
+ * @param {vec3} up vec3 pointing "up"
+ * @param {mat4} [dest] mat4 frustum matrix will be written into
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat4.lookAt = function (eye, center, up, dest) {
+ if (!dest) { dest = mat4.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 mat4.identity(dest);
+ }
+
+ //vec3.direction(eye, center, z);
+ z0 = eyex - centerx;
+ z1 = eyey - centery;
+ z2 = eyez - centerz;
+
+ // 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;
+ };
+
+ /**
+ * Creates a matrix from a quaternion rotation and vector translation
+ * This is equivalent to (but much faster than):
+ *
+ * mat4.identity(dest);
+ * mat4.translate(dest, vec);
+ * var quatMat = mat4.create();
+ * quat4.toMat4(quat, quatMat);
+ * mat4.multiply(dest, quatMat);
+ *
+ * @param {quat4} quat Rotation quaternion
+ * @param {vec3} vec Translation vector
+ * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to a new mat4
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ mat4.fromRotationTranslation = function (quat, vec, dest) {
+ if (!dest) { dest = mat4.create(); }
+
+ // Quaternion math
+ 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] = vec[0];
+ dest[13] = vec[1];
+ dest[14] = vec[2];
+ dest[15] = 1;
+
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a mat4
+ *
+ * @param {mat4} mat mat4 to represent as a string
+ *
+ * @returns {string} String representation of mat
+ */
+ mat4.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] + ']';
+ };
+
+ /**
+ * @class Quaternion
+ * @name quat4
+ */
+ var quat4 = {};
+
+ /**
+ * 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
+ *
+ * @param {quat4} [quat] quat4 containing values to initialize with
+ *
+ * @returns {quat4} 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];
+ } else {
+ dest[0] = dest[1] = dest[2] = dest[3] = 0;
+ }
+
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a quat4, initializing it with the given arguments
+ *
+ * @param {number} x X value
+ * @param {number} y Y value
+ * @param {number} z Z value
+ * @param {number} w W value
+
+ * @returns {quat4} New quat4
+ */
+ quat4.createFrom = function (x, y, z, w) {
+ var dest = new MatrixArray(4);
+
+ dest[0] = x;
+ dest[1] = y;
+ dest[2] = z;
+ dest[3] = w;
+
+ return dest;
+ };
+
+ /**
+ * Copies the values of one quat4 to another
+ *
+ * @param {quat4} quat quat4 containing values to copy
+ * @param {quat4} dest quat4 receiving copied values
+ *
+ * @returns {quat4} dest
+ */
+ quat4.set = function (quat, dest) {
+ dest[0] = quat[0];
+ dest[1] = quat[1];
+ dest[2] = quat[2];
+ dest[3] = quat[3];
+
+ return dest;
+ };
+
+ /**
+ * Compares two quaternions for equality within a certain margin of error
+ *
+ * @param {quat4} a First vector
+ * @param {quat4} b Second vector
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ quat4.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON &&
+ Math.abs(a[3] - b[3]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Creates a new identity Quat4
+ *
+ * @param {quat4} [dest] quat4 receiving copied values
+ *
+ * @returns {quat4} dest is specified, new quat4 otherwise
+ */
+ quat4.identity = function (dest) {
+ if (!dest) { dest = quat4.create(); }
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+ return dest;
+ };
+
+ var identityQuat4 = quat4.identity();
+
+ /**
+ * 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.
+ *
+ * @param {quat4} quat quat4 to calculate W component of
+ * @param {quat4} [dest] quat4 receiving calculated values. If not specified result is written to quat
+ *
+ * @returns {quat4} 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;
+ };
+
+ /**
+ * Calculates the dot product of two quaternions
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ *
+ * @return {number} Dot product of quat and quat2
+ */
+ quat4.dot = function(quat, quat2){
+ return quat[0]*quat2[0] + quat[1]*quat2[1] + quat[2]*quat2[2] + quat[3]*quat2[3];
+ };
+
+ /**
+ * Calculates the inverse of a quat4
+ *
+ * @param {quat4} quat quat4 to calculate inverse of
+ * @param {quat4} [dest] quat4 receiving inverse values. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+ quat4.inverse = function(quat, dest) {
+ var q0 = quat[0], q1 = quat[1], q2 = quat[2], q3 = quat[3],
+ dot = q0*q0 + q1*q1 + q2*q2 + q3*q3,
+ invDot = dot ? 1.0/dot : 0;
+
+ // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
+
+ if(!dest || quat === dest) {
+ quat[0] *= -invDot;
+ quat[1] *= -invDot;
+ quat[2] *= -invDot;
+ quat[3] *= invDot;
+ return quat;
+ }
+ dest[0] = -quat[0]*invDot;
+ dest[1] = -quat[1]*invDot;
+ dest[2] = -quat[2]*invDot;
+ dest[3] = quat[3]*invDot;
+ return dest;
+ };
+
+
+ /**
+ * Calculates the conjugate of a quat4
+ * If the quaternion is normalized, this function is faster than quat4.inverse and produces the same result.
+ *
+ * @param {quat4} quat quat4 to calculate conjugate of
+ * @param {quat4} [dest] quat4 receiving conjugate values. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+ quat4.conjugate = 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;
+ };
+
+ /**
+ * Calculates the length of a quat4
+ *
+ * Params:
+ * @param {quat4} 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);
+ };
+
+ /**
+ * Generates a unit quaternion of the same direction as the provided quat4
+ * If quaternion length is 0, returns [0, 0, 0, 0]
+ *
+ * @param {quat4} quat quat4 to normalize
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} 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;
+ };
+
+ /**
+ * Performs quaternion addition
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+ quat4.add = function (quat, quat2, dest) {
+ if(!dest || quat === dest) {
+ quat[0] += quat2[0];
+ quat[1] += quat2[1];
+ quat[2] += quat2[2];
+ quat[3] += quat2[3];
+ return quat;
+ }
+ dest[0] = quat[0]+quat2[0];
+ dest[1] = quat[1]+quat2[1];
+ dest[2] = quat[2]+quat2[2];
+ dest[3] = quat[3]+quat2[3];
+ return dest;
+ };
+
+ /**
+ * Performs a quaternion multiplication
+ *
+ * @param {quat4} quat First operand
+ * @param {quat4} quat2 Second operand
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} 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;
+ };
+
+ /**
+ * Transforms a vec3 with the given quaternion
+ *
+ * @param {quat4} quat quat4 to transform the vector with
+ * @param {vec3} vec vec3 to transform
+ * @param {vec3} [dest] 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;
+ };
+
+ /**
+ * Multiplies the components of a quaternion by a scalar value
+ *
+ * @param {quat4} quat to scale
+ * @param {number} val Value to scale by
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} dest if specified, quat otherwise
+ */
+ quat4.scale = function (quat, val, dest) {
+ if(!dest || quat === dest) {
+ quat[0] *= val;
+ quat[1] *= val;
+ quat[2] *= val;
+ quat[3] *= val;
+ return quat;
+ }
+ dest[0] = quat[0]*val;
+ dest[1] = quat[1]*val;
+ dest[2] = quat[2]*val;
+ dest[3] = quat[3]*val;
+ return dest;
+ };
+
+ /**
+ * Calculates a 3x3 matrix from the given quat4
+ *
+ * @param {quat4} quat quat4 to create matrix from
+ * @param {mat3} [dest] mat3 receiving operation result
+ *
+ * @returns {mat3} 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;
+ };
+
+ /**
+ * Calculates a 4x4 matrix from the given quat4
+ *
+ * @param {quat4} quat quat4 to create matrix from
+ * @param {mat4} [dest] mat4 receiving operation result
+ *
+ * @returns {mat4} dest if specified, a new mat4 otherwise
+ */
+ quat4.toMat4 = function (quat, dest) {
+ if (!dest) { dest = mat4.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;
+ };
+
+ /**
+ * Performs a spherical linear interpolation between two quat4
+ *
+ * @param {quat4} quat First quaternion
+ * @param {quat4} quat2 Second quaternion
+ * @param {number} slerp Interpolation amount between the two inputs
+ * @param {quat4} [dest] quat4 receiving operation result. If not specified result is written to quat
+ *
+ * @returns {quat4} 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;
+ };
+
+ /**
+ * Creates a quaternion from the given 3x3 rotation matrix.
+ * If dest is omitted, a new quaternion will be created.
+ *
+ * @param {mat3} mat the rotation matrix
+ * @param {quat4} [dest] an optional receiving quaternion
+ *
+ * @returns {quat4} the quaternion constructed from the rotation matrix
+ *
+ */
+ quat4.fromRotationMatrix = function(mat, dest) {
+ if (!dest) dest = quat4.create();
+
+ // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
+ // article "Quaternion Calculus and Fast Animation".
+
+ var fTrace = mat[0] + mat[4] + mat[8];
+ var fRoot;
+
+ if ( fTrace > 0.0 ) {
+ // |w| > 1/2, may as well choose w > 1/2
+ fRoot = Math.sqrt(fTrace + 1.0); // 2w
+ dest[3] = 0.5 * fRoot;
+ fRoot = 0.5/fRoot; // 1/(4w)
+ dest[0] = (mat[7]-mat[5])*fRoot;
+ dest[1] = (mat[2]-mat[6])*fRoot;
+ dest[2] = (mat[3]-mat[1])*fRoot;
+ } else {
+ // |w| <= 1/2
+ var s_iNext = quat4.fromRotationMatrix.s_iNext = quat4.fromRotationMatrix.s_iNext || [1,2,0];
+ var i = 0;
+ if ( mat[4] > mat[0] )
+ i = 1;
+ if ( mat[8] > mat[i*3+i] )
+ i = 2;
+ var j = s_iNext[i];
+ var k = s_iNext[j];
+
+ fRoot = Math.sqrt(mat[i*3+i]-mat[j*3+j]-mat[k*3+k] + 1.0);
+ dest[i] = 0.5 * fRoot;
+ fRoot = 0.5 / fRoot;
+ dest[3] = (mat[k*3+j] - mat[j*3+k]) * fRoot;
+ dest[j] = (mat[j*3+i] + mat[i*3+j]) * fRoot;
+ dest[k] = (mat[k*3+i] + mat[i*3+k]) * fRoot;
+ }
+
+ return dest;
+ };
+
+ /**
+ * Alias. See the description for quat4.fromRotationMatrix().
+ */
+ mat3.toQuat4 = quat4.fromRotationMatrix;
+
+ (function() {
+ var mat = mat3.create();
+
+ /**
+ * Creates a quaternion from the 3 given vectors. They must be perpendicular
+ * to one another and represent the X, Y and Z axes.
+ *
+ * If dest is omitted, a new quat4 will be created.
+ *
+ * Example: The default OpenGL orientation has a view vector [0, 0, -1],
+ * right vector [1, 0, 0], and up vector [0, 1, 0]. A quaternion representing
+ * this orientation could be constructed with:
+ *
+ * quat = quat4.fromAxes([0, 0, -1], [1, 0, 0], [0, 1, 0], quat4.create());
+ *
+ * @param {vec3} view the view vector, or direction the object is pointing in
+ * @param {vec3} right the right vector, or direction to the "right" of the object
+ * @param {vec3} up the up vector, or direction towards the object's "up"
+ * @param {quat4} [dest] an optional receiving quat4
+ *
+ * @returns {quat4} dest
+ **/
+ quat4.fromAxes = function(view, right, up, dest) {
+ mat[0] = right[0];
+ mat[3] = right[1];
+ mat[6] = right[2];
+
+ mat[1] = up[0];
+ mat[4] = up[1];
+ mat[7] = up[2];
+
+ mat[2] = view[0];
+ mat[5] = view[1];
+ mat[8] = view[2];
+
+ return quat4.fromRotationMatrix(mat, dest);
+ };
+ })();
+
+ /**
+ * Sets a quat4 to the Identity and returns it.
+ *
+ * @param {quat4} [dest] quat4 to set. If omitted, a
+ * new quat4 will be created.
+ *
+ * @returns {quat4} dest
+ */
+ quat4.identity = function(dest) {
+ if (!dest) dest = quat4.create();
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+ return dest;
+ };
+
+ /**
+ * Sets a quat4 from the given angle and rotation axis,
+ * then returns it. If dest is not given, a new quat4 is created.
+ *
+ * @param {Number} angle the angle in radians
+ * @param {vec3} axis the axis around which to rotate
+ * @param {quat4} [dest] the optional quat4 to store the result
+ *
+ * @returns {quat4} dest
+ **/
+ quat4.fromAngleAxis = function(angle, axis, dest) {
+ // The quaternion representing the rotation is
+ // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
+ if (!dest) dest = quat4.create();
+
+ var half = angle * 0.5;
+ var s = Math.sin(half);
+ dest[3] = Math.cos(half);
+ dest[0] = s * axis[0];
+ dest[1] = s * axis[1];
+ dest[2] = s * axis[2];
+
+ return dest;
+ };
+
+ /**
+ * Stores the angle and axis in a vec4, where the XYZ components represent
+ * the axis and the W (4th) component is the angle in radians.
+ *
+ * If dest is not given, src will be modified in place and returned, after
+ * which it should not be considered not a quaternion (just an axis and angle).
+ *
+ * @param {quat4} quat the quaternion whose angle and axis to store
+ * @param {vec4} [dest] the optional vec4 to receive the data
+ *
+ * @returns {vec4} dest
+ */
+ quat4.toAngleAxis = function(src, dest) {
+ if (!dest) dest = src;
+ // The quaternion representing the rotation is
+ // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
+
+ var sqrlen = src[0]*src[0]+src[1]*src[1]+src[2]*src[2];
+ if (sqrlen > 0)
+ {
+ dest[3] = 2 * Math.acos(src[3]);
+ var invlen = glMath.invsqrt(sqrlen);
+ dest[0] = src[0]*invlen;
+ dest[1] = src[1]*invlen;
+ dest[2] = src[2]*invlen;
+ } else {
+ // angle is 0 (mod 2*pi), so any axis will do
+ dest[3] = 0;
+ dest[0] = 1;
+ dest[1] = 0;
+ dest[2] = 0;
+ }
+
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a quaternion
+ *
+ * @param {quat4} quat quat4 to represent as a string
+ *
+ * @returns {string} String representation of quat
+ */
+ quat4.str = function (quat) {
+ return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
+ };
+
+ /**
+ * @class 2 Dimensional Vector
+ * @name vec2
+ */
+ var vec2 = {};
+
+ /**
+ * Creates a new vec2, initializing it from vec if vec
+ * is given.
+ *
+ * @param {vec2} [vec] the vector's initial contents
+ * @returns {vec2} a new 2D vector
+ */
+ vec2.create = function(vec) {
+ var dest = new MatrixArray(2);
+
+ if (vec) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ } else {
+ dest[0] = 0;
+ dest[1] = 0;
+ }
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a vec2, initializing it with the given arguments
+ *
+ * @param {number} x X value
+ * @param {number} y Y value
+
+ * @returns {vec2} New vec2
+ */
+ vec2.createFrom = function (x, y) {
+ var dest = new MatrixArray(2);
+
+ dest[0] = x;
+ dest[1] = y;
+
+ return dest;
+ };
+
+ /**
+ * Adds the vec2's together. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec2} vecA the first operand
+ * @param {vec2} vecB the second operand
+ * @param {vec2} [dest] the optional receiving vector
+ * @returns {vec2} dest
+ */
+ vec2.add = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] + vecB[0];
+ dest[1] = vecA[1] + vecB[1];
+ return dest;
+ };
+
+ /**
+ * Subtracts vecB from vecA. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec2} vecA the first operand
+ * @param {vec2} vecB the second operand
+ * @param {vec2} [dest] the optional receiving vector
+ * @returns {vec2} dest
+ */
+ vec2.subtract = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] - vecB[0];
+ dest[1] = vecA[1] - vecB[1];
+ return dest;
+ };
+
+ /**
+ * Multiplies vecA with vecB. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec2} vecA the first operand
+ * @param {vec2} vecB the second operand
+ * @param {vec2} [dest] the optional receiving vector
+ * @returns {vec2} dest
+ */
+ vec2.multiply = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] * vecB[0];
+ dest[1] = vecA[1] * vecB[1];
+ return dest;
+ };
+
+ /**
+ * Divides vecA by vecB. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec2} vecA the first operand
+ * @param {vec2} vecB the second operand
+ * @param {vec2} [dest] the optional receiving vector
+ * @returns {vec2} dest
+ */
+ vec2.divide = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] / vecB[0];
+ dest[1] = vecA[1] / vecB[1];
+ return dest;
+ };
+
+ /**
+ * Scales vecA by some scalar number. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecA.
+ *
+ * This is the same as multiplying each component of vecA
+ * by the given scalar.
+ *
+ * @param {vec2} vecA the vector to be scaled
+ * @param {Number} scalar the amount to scale the vector by
+ * @param {vec2} [dest] the optional receiving vector
+ * @returns {vec2} dest
+ */
+ vec2.scale = function(vecA, scalar, dest) {
+ if (!dest) dest = vecA;
+ dest[0] = vecA[0] * scalar;
+ dest[1] = vecA[1] * scalar;
+ return dest;
+ };
+
+ /**
+ * Calculates the euclidian distance between two vec2
+ *
+ * Params:
+ * @param {vec2} vecA First vector
+ * @param {vec2} vecB Second vector
+ *
+ * @returns {number} Distance between vecA and vecB
+ */
+ vec2.dist = function (vecA, vecB) {
+ var x = vecB[0] - vecA[0],
+ y = vecB[1] - vecA[1];
+ return Math.sqrt(x*x + y*y);
+ };
+
+ /**
+ * Copies the values of one vec2 to another
+ *
+ * @param {vec2} vec vec2 containing values to copy
+ * @param {vec2} dest vec2 receiving copied values
+ *
+ * @returns {vec2} dest
+ */
+ vec2.set = function (vec, dest) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ return dest;
+ };
+
+ /**
+ * Compares two vectors for equality within a certain margin of error
+ *
+ * @param {vec2} a First vector
+ * @param {vec2} b Second vector
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ vec2.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Negates the components of a vec2
+ *
+ * @param {vec2} vec vec2 to negate
+ * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec2} dest if specified, vec otherwise
+ */
+ vec2.negate = function (vec, dest) {
+ if (!dest) { dest = vec; }
+ dest[0] = -vec[0];
+ dest[1] = -vec[1];
+ return dest;
+ };
+
+ /**
+ * Normlize a vec2
+ *
+ * @param {vec2} vec vec2 to normalize
+ * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec2} dest if specified, vec otherwise
+ */
+ vec2.normalize = function (vec, dest) {
+ if (!dest) { dest = vec; }
+ var mag = vec[0] * vec[0] + vec[1] * vec[1];
+ if (mag > 0) {
+ mag = Math.sqrt(mag);
+ dest[0] = vec[0] / mag;
+ dest[1] = vec[1] / mag;
+ } else {
+ dest[0] = dest[1] = 0;
+ }
+ return dest;
+ };
+
+ /**
+ * Computes the cross product of two vec2's. Note that the cross product must by definition
+ * produce a 3D vector. If a dest vector is given, it will contain the resultant 3D vector.
+ * Otherwise, a scalar number will be returned, representing the vector's Z coordinate, since
+ * its X and Y must always equal 0.
+ *
+ * Examples:
+ * var crossResult = vec3.create();
+ * vec2.cross([1, 2], [3, 4], crossResult);
+ * //=> [0, 0, -2]
+ *
+ * vec2.cross([1, 2], [3, 4]);
+ * //=> -2
+ *
+ * See http://stackoverflow.com/questions/243945/calculating-a-2d-vectors-cross-product
+ * for some interesting facts.
+ *
+ * @param {vec2} vecA left operand
+ * @param {vec2} vecB right operand
+ * @param {vec2} [dest] optional vec2 receiving result. If not specified a scalar is returned
+ *
+ */
+ vec2.cross = function (vecA, vecB, dest) {
+ var z = vecA[0] * vecB[1] - vecA[1] * vecB[0];
+ if (!dest) return z;
+ dest[0] = dest[1] = 0;
+ dest[2] = z;
+ return dest;
+ };
+
+ /**
+ * Caclulates the length of a vec2
+ *
+ * @param {vec2} vec vec2 to calculate length of
+ *
+ * @returns {Number} Length of vec
+ */
+ vec2.length = function (vec) {
+ var x = vec[0], y = vec[1];
+ return Math.sqrt(x * x + y * y);
+ };
+
+ /**
+ * Caclulates the squared length of a vec2
+ *
+ * @param {vec2} vec vec2 to calculate squared length of
+ *
+ * @returns {Number} Squared Length of vec
+ */
+ vec2.squaredLength = function (vec) {
+ var x = vec[0], y = vec[1];
+ return x * x + y * y;
+ };
+
+ /**
+ * Caclulates the dot product of two vec2s
+ *
+ * @param {vec2} vecA First operand
+ * @param {vec2} vecB Second operand
+ *
+ * @returns {Number} Dot product of vecA and vecB
+ */
+ vec2.dot = function (vecA, vecB) {
+ return vecA[0] * vecB[0] + vecA[1] * vecB[1];
+ };
+
+ /**
+ * Generates a 2D unit vector pointing from one vector to another
+ *
+ * @param {vec2} vecA Origin vec2
+ * @param {vec2} vecB vec2 to point to
+ * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vecA
+ *
+ * @returns {vec2} dest if specified, vecA otherwise
+ */
+ vec2.direction = function (vecA, vecB, dest) {
+ if (!dest) { dest = vecA; }
+
+ var x = vecA[0] - vecB[0],
+ y = vecA[1] - vecB[1],
+ len = x * x + y * y;
+
+ if (!len) {
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ return dest;
+ }
+
+ len = 1 / Math.sqrt(len);
+ dest[0] = x * len;
+ dest[1] = y * len;
+ return dest;
+ };
+
+ /**
+ * Performs a linear interpolation between two vec2
+ *
+ * @param {vec2} vecA First vector
+ * @param {vec2} vecB Second vector
+ * @param {Number} lerp Interpolation amount between the two inputs
+ * @param {vec2} [dest] vec2 receiving operation result. If not specified result is written to vecA
+ *
+ * @returns {vec2} dest if specified, vecA otherwise
+ */
+ vec2.lerp = function (vecA, vecB, lerp, dest) {
+ if (!dest) { dest = vecA; }
+ dest[0] = vecA[0] + lerp * (vecB[0] - vecA[0]);
+ dest[1] = vecA[1] + lerp * (vecB[1] - vecA[1]);
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {vec2} vec Vector to represent as a string
+ *
+ * @returns {String} String representation of vec
+ */
+ vec2.str = function (vec) {
+ return '[' + vec[0] + ', ' + vec[1] + ']';
+ };
+
+ /**
+ * @class 2x2 Matrix
+ * @name mat2
+ */
+ var mat2 = {};
+
+ /**
+ * Creates a new 2x2 matrix. If src is given, the new matrix
+ * is initialized to those values.
+ *
+ * @param {mat2} [src] the seed values for the new matrix, if any
+ * @returns {mat2} a new matrix
+ */
+ mat2.create = function(src) {
+ var dest = new MatrixArray(4);
+
+ if (src) {
+ dest[0] = src[0];
+ dest[1] = src[1];
+ dest[2] = src[2];
+ dest[3] = src[3];
+ } else {
+ dest[0] = dest[1] = dest[2] = dest[3] = 0;
+ }
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a mat2, initializing it with the given arguments
+ *
+ * @param {number} m00
+ * @param {number} m01
+ * @param {number} m10
+ * @param {number} m11
+
+ * @returns {mat2} New mat2
+ */
+ mat2.createFrom = function (m00, m01, m10, m11) {
+ var dest = new MatrixArray(4);
+
+ dest[0] = m00;
+ dest[1] = m01;
+ dest[2] = m10;
+ dest[3] = m11;
+
+ return dest;
+ };
+
+ /**
+ * Copies the values of one mat2 to another
+ *
+ * @param {mat2} mat mat2 containing values to copy
+ * @param {mat2} dest mat2 receiving copied values
+ *
+ * @returns {mat2} dest
+ */
+ mat2.set = function (mat, dest) {
+ dest[0] = mat[0];
+ dest[1] = mat[1];
+ dest[2] = mat[2];
+ dest[3] = mat[3];
+ return dest;
+ };
+
+ /**
+ * Compares two matrices for equality within a certain margin of error
+ *
+ * @param {mat2} a First matrix
+ * @param {mat2} b Second matrix
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ mat2.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON &&
+ Math.abs(a[3] - b[3]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Sets a mat2 to an identity matrix
+ *
+ * @param {mat2} [dest] mat2 to set. If omitted a new one will be created.
+ *
+ * @returns {mat2} dest
+ */
+ mat2.identity = function (dest) {
+ if (!dest) { dest = mat2.create(); }
+ dest[0] = 1;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+ return dest;
+ };
+
+ /**
+ * Transposes a mat2 (flips the values over the diagonal)
+ *
+ * @param {mat2} mat mat2 to transpose
+ * @param {mat2} [dest] mat2 receiving transposed values. If not specified result is written to mat
+ *
+ * @param {mat2} dest if specified, mat otherwise
+ */
+ mat2.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 a00 = mat[1];
+ mat[1] = mat[2];
+ mat[2] = a00;
+ return mat;
+ }
+
+ dest[0] = mat[0];
+ dest[1] = mat[2];
+ dest[2] = mat[1];
+ dest[3] = mat[3];
+ return dest;
+ };
+
+ /**
+ * Calculates the determinant of a mat2
+ *
+ * @param {mat2} mat mat2 to calculate determinant of
+ *
+ * @returns {Number} determinant of mat
+ */
+ mat2.determinant = function (mat) {
+ return mat[0] * mat[3] - mat[2] * mat[1];
+ };
+
+ /**
+ * Calculates the inverse matrix of a mat2
+ *
+ * @param {mat2} mat mat2 to calculate inverse of
+ * @param {mat2} [dest] mat2 receiving inverse matrix. If not specified result is written to mat
+ *
+ * @param {mat2} dest is specified, mat otherwise, null if matrix cannot be inverted
+ */
+ mat2.inverse = function (mat, dest) {
+ if (!dest) { dest = mat; }
+ var a0 = mat[0], a1 = mat[1], a2 = mat[2], a3 = mat[3];
+ var det = a0 * a3 - a2 * a1;
+ if (!det) return null;
+
+ det = 1.0 / det;
+ dest[0] = a3 * det;
+ dest[1] = -a1 * det;
+ dest[2] = -a2 * det;
+ dest[3] = a0 * det;
+ return dest;
+ };
+
+ /**
+ * Performs a matrix multiplication
+ *
+ * @param {mat2} matA First operand
+ * @param {mat2} matB Second operand
+ * @param {mat2} [dest] mat2 receiving operation result. If not specified result is written to matA
+ *
+ * @returns {mat2} dest if specified, matA otherwise
+ */
+ mat2.multiply = function (matA, matB, dest) {
+ if (!dest) { dest = matA; }
+ var a11 = matA[0],
+ a12 = matA[1],
+ a21 = matA[2],
+ a22 = matA[3];
+ dest[0] = a11 * matB[0] + a12 * matB[2];
+ dest[1] = a11 * matB[1] + a12 * matB[3];
+ dest[2] = a21 * matB[0] + a22 * matB[2];
+ dest[3] = a21 * matB[1] + a22 * matB[3];
+ return dest;
+ };
+
+ /**
+ * Rotates a 2x2 matrix by an angle
+ *
+ * @param {mat2} mat The matrix to rotate
+ * @param {Number} angle The angle in radians
+ * @param {mat2} [dest] Optional mat2 receiving the result. If omitted mat will be used.
+ *
+ * @returns {mat2} dest if specified, mat otherwise
+ */
+ mat2.rotate = function (mat, angle, dest) {
+ if (!dest) { dest = mat; }
+ var a11 = mat[0],
+ a12 = mat[1],
+ a21 = mat[2],
+ a22 = mat[3],
+ s = Math.sin(angle),
+ c = Math.cos(angle);
+ dest[0] = a11 * c + a12 * s;
+ dest[1] = a11 * -s + a12 * c;
+ dest[2] = a21 * c + a22 * s;
+ dest[3] = a21 * -s + a22 * c;
+ return dest;
+ };
+
+ /**
+ * Multiplies the vec2 by the given 2x2 matrix
+ *
+ * @param {mat2} matrix the 2x2 matrix to multiply against
+ * @param {vec2} vec the vector to multiply
+ * @param {vec2} [dest] an optional receiving vector. If not given, vec is used.
+ *
+ * @returns {vec2} The multiplication result
+ **/
+ mat2.multiplyVec2 = function(matrix, vec, dest) {
+ if (!dest) dest = vec;
+ var x = vec[0], y = vec[1];
+ dest[0] = x * matrix[0] + y * matrix[1];
+ dest[1] = x * matrix[2] + y * matrix[3];
+ return dest;
+ };
+
+ /**
+ * Scales the mat2 by the dimensions in the given vec2
+ *
+ * @param {mat2} matrix the 2x2 matrix to scale
+ * @param {vec2} vec the vector containing the dimensions to scale by
+ * @param {vec2} [dest] an optional receiving mat2. If not given, matrix is used.
+ *
+ * @returns {mat2} dest if specified, matrix otherwise
+ **/
+ mat2.scale = function(matrix, vec, dest) {
+ if (!dest) { dest = matrix; }
+ var a11 = matrix[0],
+ a12 = matrix[1],
+ a21 = matrix[2],
+ a22 = matrix[3],
+ b11 = vec[0],
+ b22 = vec[1];
+ dest[0] = a11 * b11;
+ dest[1] = a12 * b22;
+ dest[2] = a21 * b11;
+ dest[3] = a22 * b22;
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a mat2
+ *
+ * @param {mat2} mat mat2 to represent as a string
+ *
+ * @param {String} String representation of mat
+ */
+ mat2.str = function (mat) {
+ return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ']';
+ };
+
+ /**
+ * @class 4 Dimensional Vector
+ * @name vec4
+ */
+ var vec4 = {};
+
+ /**
+ * Creates a new vec4, initializing it from vec if vec
+ * is given.
+ *
+ * @param {vec4} [vec] the vector's initial contents
+ * @returns {vec4} a new 2D vector
+ */
+ vec4.create = function(vec) {
+ var dest = new MatrixArray(4);
+
+ if (vec) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ dest[2] = vec[2];
+ dest[3] = vec[3];
+ } else {
+ dest[0] = 0;
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 0;
+ }
+ return dest;
+ };
+
+ /**
+ * Creates a new instance of a vec4, initializing it with the given arguments
+ *
+ * @param {number} x X value
+ * @param {number} y Y value
+ * @param {number} z Z value
+ * @param {number} w W value
+
+ * @returns {vec4} New vec4
+ */
+ vec4.createFrom = function (x, y, z, w) {
+ var dest = new MatrixArray(4);
+
+ dest[0] = x;
+ dest[1] = y;
+ dest[2] = z;
+ dest[3] = w;
+
+ return dest;
+ };
+
+ /**
+ * Adds the vec4's together. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec4} vecA the first operand
+ * @param {vec4} vecB the second operand
+ * @param {vec4} [dest] the optional receiving vector
+ * @returns {vec4} dest
+ */
+ vec4.add = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] + vecB[0];
+ dest[1] = vecA[1] + vecB[1];
+ dest[2] = vecA[2] + vecB[2];
+ dest[3] = vecA[3] + vecB[3];
+ return dest;
+ };
+
+ /**
+ * Subtracts vecB from vecA. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec4} vecA the first operand
+ * @param {vec4} vecB the second operand
+ * @param {vec4} [dest] the optional receiving vector
+ * @returns {vec4} dest
+ */
+ vec4.subtract = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] - vecB[0];
+ dest[1] = vecA[1] - vecB[1];
+ dest[2] = vecA[2] - vecB[2];
+ dest[3] = vecA[3] - vecB[3];
+ return dest;
+ };
+
+ /**
+ * Multiplies vecA with vecB. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec4} vecA the first operand
+ * @param {vec4} vecB the second operand
+ * @param {vec4} [dest] the optional receiving vector
+ * @returns {vec4} dest
+ */
+ vec4.multiply = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] * vecB[0];
+ dest[1] = vecA[1] * vecB[1];
+ dest[2] = vecA[2] * vecB[2];
+ dest[3] = vecA[3] * vecB[3];
+ return dest;
+ };
+
+ /**
+ * Divides vecA by vecB. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecB.
+ *
+ * @param {vec4} vecA the first operand
+ * @param {vec4} vecB the second operand
+ * @param {vec4} [dest] the optional receiving vector
+ * @returns {vec4} dest
+ */
+ vec4.divide = function(vecA, vecB, dest) {
+ if (!dest) dest = vecB;
+ dest[0] = vecA[0] / vecB[0];
+ dest[1] = vecA[1] / vecB[1];
+ dest[2] = vecA[2] / vecB[2];
+ dest[3] = vecA[3] / vecB[3];
+ return dest;
+ };
+
+ /**
+ * Scales vecA by some scalar number. If dest is given, the result
+ * is stored there. Otherwise, the result is stored in vecA.
+ *
+ * This is the same as multiplying each component of vecA
+ * by the given scalar.
+ *
+ * @param {vec4} vecA the vector to be scaled
+ * @param {Number} scalar the amount to scale the vector by
+ * @param {vec4} [dest] the optional receiving vector
+ * @returns {vec4} dest
+ */
+ vec4.scale = function(vecA, scalar, dest) {
+ if (!dest) dest = vecA;
+ dest[0] = vecA[0] * scalar;
+ dest[1] = vecA[1] * scalar;
+ dest[2] = vecA[2] * scalar;
+ dest[3] = vecA[3] * scalar;
+ return dest;
+ };
+
+ /**
+ * Copies the values of one vec4 to another
+ *
+ * @param {vec4} vec vec4 containing values to copy
+ * @param {vec4} dest vec4 receiving copied values
+ *
+ * @returns {vec4} dest
+ */
+ vec4.set = function (vec, dest) {
+ dest[0] = vec[0];
+ dest[1] = vec[1];
+ dest[2] = vec[2];
+ dest[3] = vec[3];
+ return dest;
+ };
+
+ /**
+ * Compares two vectors for equality within a certain margin of error
+ *
+ * @param {vec4} a First vector
+ * @param {vec4} b Second vector
+ *
+ * @returns {Boolean} True if a is equivalent to b
+ */
+ vec4.equal = function (a, b) {
+ return a === b || (
+ Math.abs(a[0] - b[0]) < FLOAT_EPSILON &&
+ Math.abs(a[1] - b[1]) < FLOAT_EPSILON &&
+ Math.abs(a[2] - b[2]) < FLOAT_EPSILON &&
+ Math.abs(a[3] - b[3]) < FLOAT_EPSILON
+ );
+ };
+
+ /**
+ * Negates the components of a vec4
+ *
+ * @param {vec4} vec vec4 to negate
+ * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec
+ *
+ * @returns {vec4} dest if specified, vec otherwise
+ */
+ vec4.negate = function (vec, dest) {
+ if (!dest) { dest = vec; }
+ dest[0] = -vec[0];
+ dest[1] = -vec[1];
+ dest[2] = -vec[2];
+ dest[3] = -vec[3];
+ return dest;
+ };
+
+ /**
+ * Caclulates the length of a vec2
+ *
+ * @param {vec2} vec vec2 to calculate length of
+ *
+ * @returns {Number} Length of vec
+ */
+ vec4.length = function (vec) {
+ var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
+ return Math.sqrt(x * x + y * y + z * z + w * w);
+ };
+
+ /**
+ * Caclulates the squared length of a vec4
+ *
+ * @param {vec4} vec vec4 to calculate squared length of
+ *
+ * @returns {Number} Squared Length of vec
+ */
+ vec4.squaredLength = function (vec) {
+ var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
+ return x * x + y * y + z * z + w * w;
+ };
+
+ /**
+ * Performs a linear interpolation between two vec4
+ *
+ * @param {vec4} vecA First vector
+ * @param {vec4} vecB Second vector
+ * @param {Number} lerp Interpolation amount between the two inputs
+ * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vecA
+ *
+ * @returns {vec4} dest if specified, vecA otherwise
+ */
+ vec4.lerp = function (vecA, vecB, lerp, dest) {
+ if (!dest) { dest = vecA; }
+ dest[0] = vecA[0] + lerp * (vecB[0] - vecA[0]);
+ dest[1] = vecA[1] + lerp * (vecB[1] - vecA[1]);
+ dest[2] = vecA[2] + lerp * (vecB[2] - vecA[2]);
+ dest[3] = vecA[3] + lerp * (vecB[3] - vecA[3]);
+ return dest;
+ };
+
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {vec4} vec Vector to represent as a string
+ *
+ * @returns {String} String representation of vec
+ */
+ vec4.str = function (vec) {
+ return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ', ' + vec[3] + ']';
+ };
+
+ /*
+ * Exports
+ */
+
+ if(root) {
+ root.glMatrixArrayType = MatrixArray;
+ root.MatrixArray = MatrixArray;
+ root.setMatrixArrayType = setMatrixArrayType;
+ root.determineMatrixArrayType = determineMatrixArrayType;
+ root.glMath = glMath;
+ root.vec2 = vec2;
+ root.vec3 = vec3;
+ root.vec4 = vec4;
+ root.mat2 = mat2;
+ root.mat3 = mat3;
+ root.mat4 = mat4;
+ root.quat4 = quat4;
+ }
+
+ return {
+ glMatrixArrayType: MatrixArray,
+ MatrixArray: MatrixArray,
+ setMatrixArrayType: setMatrixArrayType,
+ determineMatrixArrayType: determineMatrixArrayType,
+ glMath: glMath,
+ vec2: vec2,
+ vec3: vec3,
+ vec4: vec4,
+ mat2: mat2,
+ mat3: mat3,
+ mat4: mat4,
+ quat4: quat4
+ };
+}));
--- /dev/null
+//>>excludeStart("jqmBuildExclude", pragmas.jqmBuildExclude);\r
+//>>description: 3D photo gallery widget.\r
+//>>label: Gallery3d\r
+//>>group: Tizen:Widgets\r
+\r
+define( [ "components/imageloader", "components/motionpath", "components/webgl" ], function ( ) {\r
+//>>excludeEnd("jqmBuildExclude");\r
+\r
+\r
+/* ***************************************************************************\r
+ * Copyright (c) 2000 - 2011 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Permission is hereby granted, free of charge, to any person obtaining a\r
+ * copy of this software and associated documentation files (the "Software"),\r
+ * to deal in the Software without restriction, including without limitation\r
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
+ * and/or sell copies of the Software, and to permit persons to whom the\r
+ * Software is furnished to do so, subject to the following conditions:\r
+ *\r
+ * The above copyright notice and this permission notice shall be included in\r
+ * all copies or substantial portions of the Software.\r
+ *\r
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\r
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\r
+ * DEALINGS IN THE SOFTWARE.\r
+ * ***************************************************************************\r
+ *\r
+ * Authors: Hyunsook Park <hyunsook.park@samsung.com>\r
+ * Wonseop Kim <wonseop.kim@samsung.com>\r
+ */\r
+\r
+/**\r
+ * 'Gallery3D' is a 3D photo gallery widget.\r
+ * Images are arranged with a S-shaped curve on a 3-dimensional coordinate system.\r
+ * A user can rotate images by swiping the widget area.\r
+ * To improve performance, the size of image(s) displayed on the screen should be a square(under\r
+ * 128X128 pixel) as possible. But if a user can't resize the images, this widget supports an image\r
+ * resizing feature and he/she can use it with "data-thumbnail-cache" option. ("data-thumbnail-cache"\r
+ * option resizes the gallery images under 128x128 pixels and stores the images on a local storage.\r
+ * So when a gallery3D widget is re-launched, the widget reuse the storage and a user can improve\r
+ * launching time. A browser or web runtime engine should support "Web Storage" feature to use that\r
+ * option.)\r
+ *\r
+ * HTML Attributes:\r
+ *\r
+ * data-thumbnail-cache : Determines whether to cache and resize images.\r
+ *\r
+ * APIs:\r
+ *\r
+ * next ( void )\r
+ * : This method moves each image forward one by one.\r
+ * prev ( void )\r
+ * : This method moves each image backward one by one.\r
+ * select ( [number] )\r
+ * : When the "select" method is called with an argument, the method selects the image of given index.\r
+ * If the method is called with no argument, it will return the Javascript object having "src"\r
+ * attribute having the selected image’s URL.\r
+ * add ( object or string [, number] )\r
+ * This method adds an image to Gallery3D widget.\r
+ * If the second argument isn't inputted, the image is added at the 0th position.\r
+ * remove ( [number] )\r
+ * : This method deletes an image from Gallery3d widget.\r
+ * The argument defines the index of the image to be deleted.\r
+ * If an argument isn't inputted, it removes current image.\r
+ * clearThumbnailCache ( void )\r
+ * : This method clears the cache data of all images when thumbnailCache option is set as 'true'.\r
+ * refresh ( void )\r
+ * : This method updates and redraws current widget.\r
+ * empty ( void )\r
+ * : This method removes all of images from Gallery3D widget.\r
+ * length ( void )\r
+ * : This method gets the number of images.\r
+ *\r
+ * Events:\r
+ *\r
+ * select : Triggered when an image is selected.\r
+ *\r
+ * Examples:\r
+ *\r
+ * <script>\r
+ * $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ * $( "#gallery3d" ).gallery3d( "add", "01.jpg" );\r
+ * });\r
+ * </script>\r
+ * <div id="gallery3d" data-role="gallery3d"></div>\r
+ */\r
+\r
+/**\r
+ @class Gallery3D\r
+ The gallery3d widget is a 3D photo gallery widget.\r
+ Images are arranged with a S-shaped curve on a 3-dimensional coordinate system.\r
+ A user can rotate images by swiping the widget area.\r
+ <br/><br/>To add an gallery3d widget to the application, use the following code:\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", "01.jpg" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @property {Boolean} data-thumbnail-cache\r
+ Determines whether to cache and resize images.\r
+ To improve performance, the size of image(s) displayed on the screen should be a square (under 128X128 pixels).\r
+ "data-thumbnail-cache" option resizes the gallery images under 128x128 pixels and stores the images on a local storage.\r
+ So when a gallery3D widget is re-launched, the widget reuses the storage and the launching time can be improved.\r
+ A browser or web runtime engine must support "Web Storage" feature to use this option.\r
+*/\r
+/**\r
+ @event select\r
+ Triggered when an image is selected.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+ }).on( "select", function ( event, data, index ) {\r
+ // Handle the select event\r
+ var urlOfImage = data.src, indexOfImage = index;\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method next\r
+ This method moves each image forward one by one.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } )\r
+ .gallery3d( "next" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method prev\r
+ This method moves each image backward one by one.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } )\r
+ .gallery3d( "prev" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method select\r
+ When the "select" method is called with an argument, the method selects the image of given index.\r
+ If the method is called with no argument, it will return the Javascript object having "src" attribute having the selected image’s URL.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+ var selectedImage = $("#gallery3d"). gallery3d( "select" );\r
+ // selectedImage = { src: "3.jpg" };\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method add\r
+ This method adds an image to Gallery3D widget.\r
+ The first argument is a Javascript object having a "src" attribute or a string of image's path.\r
+ The second argument is an index of images.\r
+ If second argument isn't inputted, the image is added at the 0th position.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", "2.jpg", 1 );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method remove\r
+ This method deletes an image from Gallery3d widget.\r
+ The argument defines the index of the image to be deleted.\r
+ If an argument isn't inputted, it removes current image.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+\r
+ $( "#gallery3d" ).gallery3d( "remove" );\r
+ $( "#gallery3d" ).gallery3d( "remove", 1 );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method clearThumbnailCache\r
+ This method clears the cache data of all images when thumbnailCache option is set as 'true'\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+\r
+ $( "#gallery3d" ).gallery3d( "clearThumbnailCache" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d" data-thumbnail-cache="true"></div>\r
+*/\r
+/**\r
+ @method refresh\r
+ This method updates and redraws current widget.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+\r
+ $( "#gallery3d" ).gallery3d( "refresh" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method empty\r
+ This method removes all of images from Gallery3D widget.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+\r
+ $( "#gallery3d" ).gallery3d( "empty" );\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+/**\r
+ @method length\r
+ This method gets the number of images.\r
+\r
+ <script>\r
+ $( "#gallery3d" ).on( "gallery3dcreate", function () {\r
+ $( "#gallery3d" ).gallery3d( "add", { src: "1.jpg" } )\r
+ .gallery3d( "add", { src: "2.jpg" } )\r
+ .gallery3d( "add", { src: "3.jpg" } );\r
+\r
+ var imagesLength = $( "#gallery3d" ).gallery3d( "length" );\r
+ // imagesLength = 3;\r
+ });\r
+ </script>\r
+ <div id="gallery3d" data-role="gallery3d"></div>\r
+*/\r
+\r
+( function ( $, document, window, undefined ) {\r
+ window.requestAnimationFrame = ( function () {\r
+ return function ( callback ) {\r
+ var id = window.setTimeout( callback, 1000 / 60 );\r
+ return id;\r
+ };\r
+ } () );\r
+\r
+ window.cancelAnimationFrame = ( function () {\r
+ return function ( id ) {\r
+ window.clearTimeout( id );\r
+ };\r
+ } () );\r
+\r
+ var vec3 = window.vec3,\r
+ mat3 = window.mat3,\r
+ mat4 = window.mat4,\r
+ GlArray32 = ( typeof window.Float32Array !== "undefined" ? window.Float32Array : ( typeof window.WebGLFloatArray !== "undefined" ? window.WebGLFloatArray : Array ) ),\r
+ GlArray16 = ( typeof window.Uint16Array !== "undefined" ? window.Uint16Array : Array ),\r
+ getContext3D = function ( canvas ) {\r
+ var gl, i,\r
+ contextNames = [ "experimental-webgl", "webkit-3d", "webgl", "moz-webgl" ];\r
+\r
+ for ( i = 0; i < contextNames.length; i += 1 ) {\r
+ try {\r
+ gl = canvas.getContext( contextNames[i] );\r
+ if ( gl ) {\r
+ break;\r
+ }\r
+ } catch ( e ) {\r
+ window.alert( "Unfortunately, there's a WebGL compatibility problem. </br> You may want to check your system settings." );\r
+ return;\r
+ }\r
+ }\r
+ return gl;\r
+ },\r
+ VERTEX_SHADER = [\r
+ "attribute vec3 aVertexPosition;",\r
+ "attribute vec2 aTextureCoord;",\r
+ "attribute vec3 aVertexNormal;",\r
+ "uniform mat4 uMoveMatrix;",\r
+ "uniform mat4 uPerspectiveMatrix;",\r
+ "uniform mat3 nNormalMatrix;",\r
+ "uniform vec3 uAmbientColor;",\r
+ "uniform vec3 uLightDirection;",\r
+ "uniform vec3 uDirectionColor;",\r
+ "uniform vec3 uLightDirection_first;",\r
+ "uniform vec3 uLightDirection_second;",\r
+ "varying vec2 vTextureCoord;",\r
+ "varying vec3 vLightWeight;",\r
+ "varying vec4 vFogWeight;",\r
+\r
+ "void main(void) {",\r
+ " vec4 v_Position = uMoveMatrix * vec4(aVertexPosition, 1.0);",\r
+ " gl_Position = uPerspectiveMatrix * v_Position;",\r
+ " vTextureCoord = aTextureCoord;",\r
+ " float fog = 1.0 - ((gl_Position.z + 1.5) / 60.0);",\r
+ " vFogWeight = clamp( vec4( fog, fog, fog, 1.0), 0.0, 1.0);",\r
+ " vec3 transNormalVector = nNormalMatrix * aVertexNormal;",\r
+\r
+ " float vLightWeightFirst = 0.0;",\r
+ " float vLightWeightSecond = max( dot(transNormalVector, uLightDirection_second), 0.0 );",\r
+\r
+ " vLightWeight = uAmbientColor + uDirectionColor * vLightWeightSecond;",\r
+ "}"\r
+ ].join( "\n" ),\r
+ FRAGMENT_SHADER = [\r
+ "precision mediump float;",\r
+ "varying vec2 vTextureCoord;",\r
+ "varying vec3 vLightWeight;",\r
+ "uniform sampler2D uSampler;",\r
+ "varying vec4 vFogWeight;",\r
+\r
+ "void main(void) {",\r
+ " vec4 TextureColor = (texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t))) * vFogWeight;",\r
+ " gl_FragColor = vec4(TextureColor.rgb * vLightWeight, TextureColor.a);",\r
+ "}"\r
+ ].join( "\n" );\r
+\r
+ function Node() {\r
+ this.vertices = [\r
+ -1.0, -1.0, 0.0,\r
+ 1.0, -1.0, 0.0,\r
+ 1.0, 1.0, 0.0,\r
+ -1.0, 1.0, 0.0\r
+ ];\r
+ this.textureCoords = [\r
+ 1.0, 0.0,\r
+ 0.0, 0.0,\r
+ 0.0, 1.0,\r
+ 1.0, 1.0\r
+ ];\r
+ this.normalVectors = [\r
+ 0.0, 0.0, 1.0,\r
+ 0.0, 0.0, 1.0,\r
+ 0.0, 0.0, 1.0,\r
+ 0.0, 0.0, 1.0\r
+ ];\r
+ this.texture = null;\r
+ this.textureBuffer = null;\r
+ this.textureBufferItemSize = 0;\r
+ this.mashOrder = [];\r
+ this.mvMatrix = null;\r
+ this.level = -1;\r
+ this.targetLevel = 0;\r
+ this.drawable = false;\r
+ this.image = null;\r
+ this.imageID = 0;\r
+ }\r
+\r
+ $.widget( "tizen.gallery3d", $.mobile.widget, {\r
+ options: {\r
+ thumbnailCache: false\r
+ },\r
+\r
+ _MAX_ITEM_COUNT: 28,\r
+ _ANIMATION_END: 999,\r
+ _DURATION_DEFAULT: 300,\r
+ _DURATION_FIRST: 1600,\r
+ _VIEWPORT_WIDTH: 1024,\r
+ _VIEWPORT_HEIGHT: 456,\r
+ _DIRECTION_LEFT: -1,\r
+ _DIRECTION_RIGHT: +1,\r
+\r
+ _gl: null,\r
+ _shaderProgram : null,\r
+ _positionBuffer : null,\r
+ _textureCoordBuffer : null,\r
+ _normalVectorBuffer : null,\r
+ _nodes: null,\r
+ _pMatrix : null,\r
+ _animationID: 0,\r
+ _dragInterval : 0,\r
+ _startTime : 0,\r
+ _sumTime : 0,\r
+ _lightsPositionStack : [\r
+ [0.0, 0.0, -1.0], // back\r
+ [-0.2, 0.0, 0.7] // front\r
+ ],\r
+ _path: null,\r
+ _swipeThresholdOfBasetimeGap: ( $.support.touch ? 30 : 70 ),\r
+ _swipeThresholdOfSensitivity: ( $.support.touch ? 2.0 : 10.0 ),\r
+ _canvas: null,\r
+ _imageList: [],\r
+ _maxDrawLength: 0,\r
+ _firstImageNumber: 0,\r
+ _lastImageNumber: 0,\r
+\r
+ _create: function () {\r
+ var self = this,\r
+ view = self.element,\r
+ option = self.options;\r
+\r
+ self._canvas = $( "<canvas class='ui-gallery3d-canvas'></canvas>" );\r
+\r
+ view.addClass( "ui-gallery3d" ).append( self._canvas );\r
+ self._addBehavier();\r
+\r
+ self._dragInterval = 1000 / 30; // 30fps\r
+\r
+ $.each( self.options, function ( key, value ) {\r
+ self.options[ key ] = undefined;\r
+ self._setOption( key, value );\r
+ });\r
+\r
+ },\r
+\r
+ _setOption: function ( key, value ) {\r
+ switch ( key ) {\r
+ case "thumbnailCache" :\r
+ if ( typeof value === "string" ) {\r
+ value = ( value === "true" ) ? true : false;\r
+ } else {\r
+ value = !!value;\r
+ }\r
+ this._reset();\r
+ break;\r
+ }\r
+\r
+ $.mobile.widget.prototype._setOption.call( this, key, value );\r
+ },\r
+\r
+ _init: function ( canvas ) {\r
+ var self = this,\r
+ pathPoints = [\r
+ [40, 0, -48],\r
+ [-12, 0, -40], // contorl Point of Point1\r
+ [24, 0, -9], // contorl Point of Point2\r
+ [-5, 0, -5]\r
+ ],\r
+ i;\r
+\r
+ canvas = canvas || self._canvas;\r
+\r
+ if ( !canvas ) {\r
+ return;\r
+ }\r
+\r
+ self._gl = self._gl || self._initGL( canvas[0] );\r
+ if ( !self._gl ) {\r
+ return;\r
+ }\r
+\r
+ if ( !self._imageList ) {\r
+ return;\r
+ }\r
+\r
+ self._shaderProgram = self._shaderProgram || self._initShader( self._gl );\r
+ if ( !self._shaderProgram ) {\r
+ return;\r
+ }\r
+\r
+ if ( self._imageList.length > self._MAX_ITEM_COUNT ) {\r
+ self._firstImageNumber = self._imageList.length - 1;\r
+ self._lastImageNumber = self._MAX_ITEM_COUNT - 1;\r
+ }\r
+\r
+ self._nodes = self._initBuffers( self._gl, self._shaderProgram );\r
+ self._initTextures( self._gl, self._nodes );\r
+ self._path = $.motionpath( "bspline", {\r
+ points: pathPoints,\r
+ maxLevel: self._MAX_ITEM_COUNT\r
+ } );\r
+ for ( i = 0; i < self._nodes.length; i += 1 ) {\r
+ self._path.levels[i] = self._path.levels[i + 1] || 0;\r
+ self._nodes[i].level = i;\r
+ }\r
+ },\r
+\r
+ _final: function ( canvas ) {\r
+ var self = this,\r
+ gl = self._gl;\r
+\r
+ if ( !gl ) {\r
+ return;\r
+ }\r
+\r
+ canvas = canvas || self._canvas;\r
+\r
+ $( self._nodes ).each( function ( i ) {\r
+ var node = self._nodes[i];\r
+ gl.deleteTexture( node.texture );\r
+ node.texture = null;\r
+ });\r
+ self._nodes = null;\r
+\r
+ gl.deleteBuffer( self._positionBuffer );\r
+ self._positionBuffer = null;\r
+ gl.deleteBuffer( self._textureCoordBuffer );\r
+ self._textureCoordBuffer = null;\r
+ gl.deleteBuffer( self._normalVectorBuffer );\r
+ self._normalVectorBuffer = null;\r
+\r
+ $.webgl.shader.deleteShaders( gl );\r
+ gl.deleteProgram( self._shaderProgram );\r
+ self._shaderProgram = null;\r
+\r
+ self._gl = gl = null;\r
+ },\r
+\r
+ _addBehavier : function () {\r
+ var self = this,\r
+ view = self.element,\r
+ canvas = self._canvas,\r
+ touchStartEvt = ( $.support.touch ? "touchstart" : "mousedown" ),\r
+ touchMoveEvt = ( $.support.touch ? "touchmove" : "mousemove" ) + ".gallery3d",\r
+ touchEndEvt = ( $.support.touch ? "touchend" : "mouseup" ) + ".gallery3d",\r
+ touchLeaveEvt = ( $.support.touch ? "touchleave" : "mouseout" ) + ".gallery3d";\r
+\r
+ $( document ).unbind( ".gallery3d" ).bind( "pagechange.gallery3d", function ( e ) {\r
+ $( e.target ).find( ".ui-gallery3d" ).gallery3d( "refresh" );\r
+ }).bind( "pageremove.gallery3d", function ( e ) {\r
+ $( e.target ).find( ".ui-gallery3d" ).trigger( "_destory" );\r
+ });\r
+\r
+ $( window ).unbind( ".gallery3d" ).bind( "resize.gallery3d orientationchange.gallery3d", function ( e ) {\r
+ $( ".ui-page-active" ).find( ".ui-gallery3d" ).gallery3d( "refresh" );\r
+ }).bind( "unload.gallery3d", function ( e ) {\r
+ $( e.target ).find( ".ui-gallery3d" ).trigger( "_destory" );\r
+ });\r
+\r
+ view.bind( "_destory", function ( e ) {\r
+ self._final();\r
+ });\r
+\r
+ canvas.bind( "webglcontextlost", function ( e ) {\r
+ e.preventDefault();\r
+ }).bind( "webglcontextrestored", function ( e ) {\r
+ self._init();\r
+ }).bind( touchStartEvt, function ( e ) {\r
+ var i = 0,\r
+ startX = 0,\r
+ deltaMaxSteps = 20,\r
+ deltas = [ deltaMaxSteps ],\r
+ deltaTimes = [ deltaMaxSteps ],\r
+ deltaIndex = 0,\r
+ dragValue = 0,\r
+ dragDirection = false,\r
+ prevTime = 0;\r
+\r
+ e.preventDefault();\r
+ e.stopPropagation();\r
+\r
+ if ( self._imageList.length <= 1 ) {\r
+ return;\r
+ }\r
+\r
+ self._stop();\r
+\r
+ startX = $.support.touch ? e.originalEvent.changedTouches[0].pageX : e.pageX;\r
+ prevTime = $.now();\r
+\r
+ for ( i = 0; i < deltaMaxSteps; i += 1 ) {\r
+ deltas[i] = startX;\r
+ deltaTimes[i] = $.now();\r
+ }\r
+\r
+ deltaIndex += 1;\r
+\r
+ view.bind( touchMoveEvt, function ( e ) {\r
+ var x, dx, interval;\r
+\r
+ e.preventDefault();\r
+ e.stopPropagation();\r
+\r
+ x = $.support.touch ? e.originalEvent.changedTouches[0].pageX : e.pageX;\r
+ dx = startX - x;\r
+\r
+ deltas[deltaIndex] = x;\r
+ deltaTimes[deltaIndex] = $.now();\r
+ interval = deltaTimes[deltaIndex] - prevTime;\r
+\r
+ deltaIndex = ( deltaIndex + 1 ) % deltaMaxSteps;\r
+\r
+ // Validation of drag\r
+ if ( Math.abs( dx ) >= 10 && interval >= self._dragInterval ) {\r
+ if ( dragDirection !== ( ( dx < 0 ) ? self._DIRECTION_RIGHT : self._DIRECTION_LEFT ) ) {\r
+ dragValue = 0;\r
+ dragDirection = ( dx < 0 ) ? self._DIRECTION_RIGHT : self._DIRECTION_LEFT;\r
+ }\r
+\r
+ dragValue += Math.abs( dx ) / 100;\r
+ if ( dragValue >= 1 ) {\r
+ self._setPosition( self._ANIMATION_END, dragDirection );\r
+ dragValue = 0;\r
+ } else {\r
+ self._setPosition( dragValue, dragDirection );\r
+ }\r
+ self._drawScene();\r
+ startX = x;\r
+ prevTime = $.now();\r
+ }\r
+ }).bind( touchEndEvt, function ( e ) {\r
+ var baseTime = 0,\r
+ recent = -1,\r
+ index = 0,\r
+ previous = 0,\r
+ baseTimeRatio = 0,\r
+ fx = 0,\r
+ lastX = 0,\r
+ velocityX = 0,\r
+ dx = 0,\r
+ isSwipe = true,\r
+ direction;\r
+\r
+ e.preventDefault();\r
+ e.stopPropagation();\r
+\r
+ // Validation of swipe\r
+ baseTime = $.now() - self._swipeThresholdOfBasetimeGap;\r
+ lastX = $.support.touch ? e.originalEvent.changedTouches[0].pageX : e.pageX;\r
+ dx = startX - lastX;\r
+ startX = 0;\r
+ for ( i = 0; i < deltaMaxSteps; i += 1 ) {\r
+ index = ( deltaIndex + i ) % deltaMaxSteps;\r
+ if ( deltaTimes[index] > baseTime ) {\r
+ recent = index;\r
+ break;\r
+ }\r
+ }\r
+ if ( recent < 0 ) {\r
+ isSwipe = false;\r
+ }\r
+\r
+ if ( isSwipe ) {\r
+ previous = recent;\r
+ for ( i = 0; i < deltaMaxSteps; i += 1 ) {\r
+ previous = ( previous - 1 + deltaMaxSteps ) % deltaMaxSteps;\r
+ if ( deltaTimes[previous] < deltaTimes[recent] ) {\r
+ break;\r
+ }\r
+ }\r
+ // too slow or too fast\r
+ if ( i === deltaMaxSteps || baseTime < deltaTimes[previous] ) {\r
+ isSwipe = false;\r
+ }\r
+ }\r
+\r
+ if ( isSwipe ) {\r
+ baseTimeRatio = ( baseTime - deltaTimes[previous] ) / ( deltaTimes[recent] - deltaTimes[previous] );\r
+ fx = ( 1.0 - baseTimeRatio ) * deltas[previous] + baseTimeRatio * deltas[recent];\r
+ if ( Math.abs( fx - lastX ) < self._swipeThresholdOfSensitivity ) {\r
+ fx = lastX;\r
+ }\r
+ velocityX = parseInt( ( lastX - fx ) / ( $.now() - baseTime ), 10 );\r
+ }\r
+\r
+ if ( isSwipe && velocityX ) {\r
+ direction = ( velocityX < 0 ) ? self._DIRECTION_LEFT : self._DIRECTION_RIGHT;\r
+ self._run( direction, Math.abs( velocityX ), dragValue );\r
+ } else if ( dragDirection !== 0 && dragValue ) {\r
+ self._animate( null, self._DURATION_DEFAULT * ( 1 - dragValue ), dragDirection, 0, dragValue );\r
+ }\r
+\r
+ view.unbind( ".gallery3d" );\r
+ }).bind( touchLeaveEvt, function ( e ) {\r
+ view.trigger( touchEndEvt );\r
+ });\r
+ });\r
+ },\r
+\r
+ // ----------------------------------------------------------\r
+ // Data parsing\r
+ // ----------------------------------------------------------\r
+ _loadData: function ( jsonUrl, key ) {\r
+ var self = this;\r
+\r
+ $.ajax({\r
+ async : false,\r
+ url : jsonUrl,\r
+ dataType: "json",\r
+ success : function ( data ) {\r
+ self._imageList = $.extend( [], data[ key ] );\r
+ }\r
+ });\r
+ },\r
+\r
+ // ----------------------------------------------------------\r
+ // WebGL\r
+ // ----------------------------------------------------------\r
+ _initGL: function ( canvas ) {\r
+ var self = this,\r
+ gl;\r
+\r
+ gl = getContext3D( canvas );\r
+ if ( !gl ) {\r
+ window.alert( "There's no WebGL context available!!!" );\r
+ return null;\r
+ }\r
+\r
+ gl.enable( gl.BLEND );\r
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );\r
+\r
+ gl.enable( gl.DEPTH_TEST );\r
+ gl.depthFunc( gl.LEQUAL );\r
+\r
+ canvas.width = self._VIEWPORT_WIDTH;\r
+ canvas.height = self._VIEWPORT_HEIGHT;\r
+ gl.viewportWidth = canvas.width;\r
+ gl.viewportHeight = canvas.height;\r
+ gl.viewport( 0, 0, gl.viewportWidth, gl.viewportHeight );\r
+ self._pMatrix = mat4.create();\r
+ mat4.perspective( 40, gl.viewportWidth / gl.viewportHeight, 0.1, 10000.0, self._pMatrix );\r
+\r
+ gl.clearColor( 0.0, 0.0, 0.0, 1.0 );\r
+ gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );\r
+\r
+ return gl;\r
+ },\r
+\r
+ _initShader : function ( gl ) {\r
+ var self = this,\r
+ shaderProgram;\r
+\r
+ shaderProgram = $.webgl.shader.addShaderProgram( self._gl, VERTEX_SHADER, FRAGMENT_SHADER );\r
+ gl.useProgram( shaderProgram );\r
+\r
+ shaderProgram.vertexPositionAttr = gl.getAttribLocation( shaderProgram, "aVertexPosition" );\r
+ gl.enableVertexAttribArray( shaderProgram.vertexPositionAttr );\r
+\r
+ shaderProgram.textureCoordAttr = gl.getAttribLocation( shaderProgram, "aTextureCoord" );\r
+ gl.enableVertexAttribArray( shaderProgram.textureCoordAttr );\r
+\r
+ // Set light normal vectors for lighting~\r
+ shaderProgram.vertexNormalAttr = gl.getAttribLocation( shaderProgram, "aVertexNormal" );\r
+ gl.enableVertexAttribArray( shaderProgram.vertexNormalAttr );\r
+\r
+ shaderProgram.perspectiveMU = gl.getUniformLocation( shaderProgram, "uPerspectiveMatrix");\r
+ shaderProgram.transformMU = gl.getUniformLocation( shaderProgram, "uMoveMatrix");\r
+ shaderProgram.sampleUniform = gl.getUniformLocation( shaderProgram, "uSampler");\r
+\r
+ // Set light variables~\r
+ shaderProgram.normalMU = gl.getUniformLocation( shaderProgram, "nNormalMatrix");\r
+ shaderProgram.ambientColorU = gl.getUniformLocation( shaderProgram, "uAmbientColor");\r
+ shaderProgram.lightDirU_first = gl.getUniformLocation( shaderProgram, "uLightDirection_first");\r
+ shaderProgram.lightDirU_second = gl.getUniformLocation( shaderProgram, "uLightDirection_second");\r
+ shaderProgram.directionColorU = gl.getUniformLocation( shaderProgram, "uDirectionColor");\r
+\r
+ return shaderProgram;\r
+ },\r
+\r
+ _initBuffers: function ( gl, shaderProgram ) {\r
+ var self = this,\r
+ i = 0,\r
+ mashBase = 0,\r
+ vertices = [],\r
+ textureCoords = [],\r
+ normalVectors = [],\r
+ nodes = [],\r
+ maxDrawLength = self._MAX_ITEM_COUNT;\r
+\r
+ for ( i = 0; i < self._imageList.length + 1; i += 1 ) {\r
+ nodes[i] = new Node();\r
+ $.merge( vertices, nodes[i].vertices );\r
+ $.merge( textureCoords, nodes[i].textureCoords );\r
+ $.merge( normalVectors, nodes[i].normalVectors );\r
+\r
+ nodes[i].textureBuffer = gl.createBuffer();\r
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, nodes[i].textureBuffer );\r
+ mashBase = i * 4;\r
+ nodes[i].meshOrder = [\r
+ mashBase, mashBase + 1, mashBase + 2,\r
+ mashBase + 2, mashBase + 3, mashBase\r
+ ];\r
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new GlArray16( nodes[i].meshOrder ), gl.STATIC_DRAW );\r
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // release buffer memory\r
+ nodes[i].textureBufferItemSize = 6;\r
+ }\r
+\r
+ self._positionBuffer = $.webgl.buffer.attribBufferData( gl, new GlArray32( vertices ) );\r
+ self._positionBuffer.itemSize = 3;\r
+\r
+ self._textureCoordBuffer = $.webgl.buffer.attribBufferData( gl, new GlArray32( textureCoords ) );\r
+ self._textureCoordBuffer.itemSize = 2;\r
+\r
+ self._normalVectorBuffer = $.webgl.buffer.attribBufferData( gl, new GlArray32( normalVectors ) ); // Vertex's normal vector for Direction light\r
+ self._normalVectorBuffer.itemSize = 3;\r
+\r
+ // Ambient light\r
+ gl.uniform3f( shaderProgram.ambientColorU, 0.1, 0.1, 0.1 );\r
+ // Direcntion light\r
+ gl.uniform3f( shaderProgram.directionColorU, 1.0, 1.0, 1.0 );\r
+\r
+ return nodes;\r
+ },\r
+\r
+ // ----------------------------------------------------------\r
+ // Texture\r
+ // ----------------------------------------------------------\r
+ _initTextures: function ( gl, nodes ) {\r
+ var self = this;\r
+\r
+ $( nodes ).each( function ( i ) {\r
+ var node = nodes[i],\r
+ url;\r
+\r
+ if ( !self._imageList[i] ) {\r
+ return false;\r
+ }\r
+\r
+ url = self._imageList[i].src;\r
+ node.texture = gl.createTexture();\r
+ self._loadImage( url, i, i, gl, nodes );\r
+ });\r
+ },\r
+\r
+ _loadImage: function ( url, i, imageID, gl, nodes ) {\r
+ var self = this,\r
+ isMipmap = false,\r
+ image,\r
+ node;\r
+\r
+ gl = gl || self._gl;\r
+ nodes = nodes || self._nodes;\r
+ isMipmap = isMipmap || false;\r
+ node = nodes[i];\r
+ node.image = node.image || new Image();\r
+\r
+ $( node.image ).one( "load", function ( e ) {\r
+ self._bindTexture( gl, node, this, isMipmap );\r
+ node.imageID = imageID;\r
+\r
+ if ( !self._animationID ) {\r
+ self._setPosition( 0, 0 );\r
+ }\r
+ });\r
+\r
+ if ( self.options.thumbnailCache ) {\r
+ $.imageloader.getThumbnail( url, function ( result ) {\r
+ if ( result === "NOT_FOUND_ERR" ) {\r
+ $.imageloader.setThumbnail( url, function ( result ) {\r
+ if ( result && result.length > 30 ) {\r
+ node.image.src = result;\r
+ isMipmap = true;\r
+ } else {\r
+ node.image.src = url;\r
+ }\r
+ });\r
+ } else if ( result && result.length > 30 ) {\r
+ node.image.src = result;\r
+ isMipmap = true;\r
+ } else {\r
+ node.image.src = url;\r
+ }\r
+ });\r
+ } else {\r
+ node.image.src = url;\r
+ }\r
+ },\r
+\r
+ _bindTexture: function ( gl, node, image, isMipmap ) {\r
+ if ( !node || !node.texture ) {\r
+ return;\r
+ }\r
+\r
+ gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true );\r
+\r
+ gl.bindTexture( gl.TEXTURE_2D, node.texture );\r
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image );\r
+\r
+ if ( isMipmap ) {\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST );\r
+ gl.generateMipmap( gl.TEXTURE_2D );\r
+ } else {\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );\r
+ }\r
+\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );\r
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );\r
+\r
+ node.texture.loaded = true;\r
+\r
+ // release texture memory\r
+ gl.bindTexture( gl.TEXTURE_2D, null );\r
+ },\r
+\r
+ // ----------------------------------------------------------\r
+ // rendering\r
+ // ----------------------------------------------------------\r
+ _setPosition: function ( progress, direction ) {\r
+ var self = this,\r
+ nodes = self._nodes,\r
+ imageList = self._imageList,\r
+ imageListLength = imageList.length,\r
+ itemCount = self._MAX_ITEM_COUNT,\r
+ displayLength = ( imageListLength > itemCount ) ? itemCount : imageListLength,\r
+ nextLevelLenth = 0,\r
+ i = 0,\r
+ t = 0,\r
+ position = 0,\r
+ angle = 0,\r
+ current = 0,\r
+ next = 0,\r
+ nextLevel = 0,\r
+ path = self._path,\r
+ nextImageID = 0;\r
+\r
+ nextLevelLenth = ( direction >= 0 ) ? displayLength + 1 : displayLength;\r
+\r
+ if ( !nodes[i].level ) {\r
+ nodes[i].level = displayLength;\r
+ }\r
+\r
+ for ( i = 0; i < displayLength; i += 1 ) {\r
+ if ( !nodes[i].mvMatrix ) {\r
+ nodes[i].mvMatrix = mat4.create();\r
+ }\r
+\r
+ if ( direction > 0 && nodes[i].level >= displayLength ) {\r
+ nodes[i].level = 0;\r
+ }\r
+\r
+ current = path.levels[nodes[i].level];\r
+ nextLevel = ( nodes[i].level + nextLevelLenth + direction ) % nextLevelLenth;\r
+ next = path.levels[nextLevel];\r
+\r
+ if ( imageListLength > itemCount ) {\r
+ if ( direction > 0 && nextLevel === 1\r
+ && self._firstImageNumber !== nodes[i].imageID ) {\r
+ self._loadImage( imageList[self._firstImageNumber].src, i, self._firstImageNumber );\r
+ } else if ( direction < 0 && nextLevel === nextLevelLenth - 1\r
+ && self._lastImageNumber !== nodes[i].imageID ) {\r
+ self._loadImage( imageList[self._lastImageNumber].src, i, self._lastImageNumber );\r
+ }\r
+ }\r
+\r
+ mat4.identity( nodes[i].mvMatrix );\r
+ mat4.translate( nodes[i].mvMatrix, [-2.0, -2.0, 1.0] );\r
+ mat4.rotate( nodes[i].mvMatrix, self._degreeToRadian( 19 ), [1, 0, 0] );\r
+\r
+ t = ( current + ( next - current ) * ( ( progress > 1 ) ? 1 : progress ) );\r
+\r
+ if ( progress >= self._ANIMATION_END ) {\r
+ nodes[i].level = nextLevel || displayLength;\r
+ t = path.levels[nodes[i].level];\r
+ }\r
+\r
+ if ( ( progress < self._ANIMATION_END )\r
+ && ( direction <= 0 && nodes[i].level < 1 ) ) {\r
+ nodes[i].drawable = false;\r
+ } else {\r
+ nodes[i].drawable = true;\r
+ }\r
+\r
+ if ( progress === self._ANIMATION_END && nodes[i].level === 1 ) {\r
+ self.element.trigger( "select", imageList[ nodes[i].imageID ], nodes[i].imageID );\r
+ }\r
+\r
+ position = path.getPosition( t );\r
+ angle = path.getAngle( t );\r
+\r
+ mat4.translate( nodes[i].mvMatrix, position );\r
+ mat4.rotate( nodes[i].mvMatrix, angle, [0, 1, 0] );\r
+ }\r
+\r
+ if ( imageListLength > itemCount && progress >= self._ANIMATION_END ) {\r
+ self._firstImageNumber = ( self._firstImageNumber - direction ) % imageListLength;\r
+ if ( self._firstImageNumber < 0 ) {\r
+ self._firstImageNumber = imageListLength - 1;\r
+ }\r
+\r
+ self._lastImageNumber = ( self._lastImageNumber - direction ) % imageListLength;\r
+ if ( self._lastImageNumber < 0 ) {\r
+ self._lastImageNumber = imageListLength - 1;\r
+ }\r
+ }\r
+ self._drawScene();\r
+ },\r
+\r
+ _drawScene: function () {\r
+ if ( !this._gl || !this._shaderProgram ) {\r
+ return;\r
+ }\r
+\r
+ var self = this,\r
+ gl = self._gl,\r
+ shaderProgram = self._shaderProgram,\r
+ nodes = self._nodes,\r
+ nodesLength = nodes.length,\r
+ i;\r
+\r
+ gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );\r
+\r
+ gl.bindBuffer( gl.ARRAY_BUFFER, self._positionBuffer );\r
+ gl.vertexAttribPointer( shaderProgram.vertexPositionAttr, self._positionBuffer.itemSize, gl.FLOAT, false, 0, 0 );\r
+\r
+ gl.bindBuffer( gl.ARRAY_BUFFER, self._textureCoordBuffer );\r
+ gl.vertexAttribPointer( shaderProgram.textureCoordAttr, self._textureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0 );\r
+\r
+ gl.bindBuffer( gl.ARRAY_BUFFER, self._normalVectorBuffer );\r
+ gl.vertexAttribPointer( shaderProgram.vertexNormalAttr, self._normalVectorBuffer.itemSize, gl.FLOAT, false, 0, 0 );\r
+\r
+ for ( i = 0; i < nodesLength; i += 1 ) {\r
+ if ( nodes[i].drawable ) {\r
+ self._drawElement( self._pMatrix, nodes[i] );\r
+ }\r
+ }\r
+ },\r
+\r
+ _drawElement: function ( perspectiveMatrix, targetNode ) {\r
+ var self = this,\r
+ gl = self._gl,\r
+ shaderProgram = self._shaderProgram,\r
+ moveMatrix = targetNode.mvMatrix,\r
+ texture = targetNode.texture,\r
+ meshIndexBuffer = targetNode.textureBuffer,\r
+ meshIndexBufferItemSize = targetNode.textureBufferItemSize,\r
+ lightPositions = self._lightsPositionStack,\r
+ LightDir,\r
+ normalMatrix;\r
+\r
+ if ( !moveMatrix ) {\r
+ return;\r
+ }\r
+\r
+ gl.activeTexture( gl.TEXTURE0 );\r
+ if ( texture && texture.loaded ) {\r
+ gl.bindTexture( gl.TEXTURE_2D, texture );\r
+ }\r
+ gl.uniform1i( shaderProgram.sampleUniform, 0 );\r
+\r
+ LightDir = vec3.create();\r
+ vec3.normalize( lightPositions[0], LightDir );\r
+ vec3.scale( LightDir, -8 );\r
+ gl.uniform3fv( shaderProgram.lightDirU_first, LightDir );\r
+\r
+ vec3.normalize( lightPositions[1], LightDir );\r
+ vec3.scale( LightDir, -1 );\r
+ gl.uniform3fv( shaderProgram.lightDirU_second, LightDir );\r
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, meshIndexBuffer );\r
+\r
+ gl.uniformMatrix4fv( shaderProgram.perspectiveMU, false, perspectiveMatrix );\r
+ gl.uniformMatrix4fv( shaderProgram.transformMU, false, moveMatrix );\r
+\r
+ normalMatrix = mat3.create();\r
+ mat4.toInverseMat3( moveMatrix, normalMatrix );\r
+ mat3.transpose( normalMatrix );\r
+ gl.uniformMatrix3fv( shaderProgram.normalMU, false, normalMatrix );\r
+\r
+ gl.drawElements( gl.TRIANGLES, meshIndexBufferItemSize, gl.UNSIGNED_SHORT, 0 );\r
+\r
+ // release buffer memory\r
+ gl.bindBuffer( gl.ARRAY_BUFFER, null );\r
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );\r
+\r
+ // release texture memory\r
+ gl.bindTexture( gl.TEXTURE_2D, null );\r
+ },\r
+\r
+ // ----------------------------------------------------------\r
+ // Animation\r
+ // ----------------------------------------------------------\r
+ _animate: function ( easingType, duration, direction, repeatCount, startValue, _removeCount ) {\r
+ var self = this,\r
+ timeNow = $.now(),\r
+ progress,\r
+ removeCount = 0;\r
+\r
+ easingType = easingType || "linear";\r
+ startValue = startValue || 0;\r
+ _removeCount = _removeCount || 0;\r
+\r
+ if ( self._sumTime >= duration ) {\r
+ self._setPosition( self._ANIMATION_END, direction );\r
+ self._stop();\r
+ return;\r
+ }\r
+\r
+ if ( self._startTime === 0 ) {\r
+ self._startTime = timeNow;\r
+ } else {\r
+ self._sumTime = timeNow - self._startTime;\r
+ progress = $.easing[ easingType ]( self._sumTime / duration, self._sumTime, startValue, repeatCount + 1, duration );\r
+ removeCount = parseInt( Math.abs( progress ), 10 );\r
+\r
+ if ( _removeCount !== removeCount ) {\r
+ self._setPosition( self._ANIMATION_END, direction );\r
+ _removeCount = removeCount;\r
+\r
+ if ( ( repeatCount - _removeCount ) >= 0 ) {\r
+ self._animate( easingType, duration, direction, repeatCount, startValue, _removeCount );\r
+ } else {\r
+ self._stop();\r
+ }\r
+ return;\r
+ }\r
+\r
+ self._setPosition( progress - _removeCount, direction );\r
+ }\r
+\r
+ self._animationID = window.requestAnimationFrame( function () {\r
+ self._animate( easingType, duration, direction, repeatCount, startValue, _removeCount );\r
+ });\r
+ },\r
+\r
+ _run: function ( direction, repeatCount, startValue ) {\r
+ var self = this,\r
+ repeat = repeatCount || 0,\r
+ duration = self._DURATION_DEFAULT * ( repeat + 1 );\r
+\r
+ if ( self._imageList.length <= 1 ) {\r
+ return;\r
+ }\r
+\r
+ startValue = startValue || 0;\r
+ duration = ( duration >= 0 ) ? duration : 0;\r
+\r
+ if ( self._animationID ) {\r
+ self._setPosition( self._ANIMATION_END, direction );\r
+ self._stop();\r
+ }\r
+\r
+ self._animate( "easeOutExpo", duration, direction, repeat, startValue );\r
+ },\r
+\r
+ _reset: function () {\r
+ if ( !this._canvas || !this._gl ) {\r
+ return;\r
+ }\r
+\r
+ this._final();\r
+ this._init();\r
+ this.refresh();\r
+ },\r
+\r
+ _stop: function () {\r
+ if ( this._animationID ) {\r
+ window.cancelAnimationFrame( this._animationID );\r
+ }\r
+ this._animationID = 0;\r
+\r
+ this._startTime = 0;\r
+ this._sumTime = 0;\r
+ },\r
+\r
+ _degreeToRadian: function ( degree ) {\r
+ return degree * Math.PI / 180;\r
+ },\r
+\r
+ next: function () {\r
+ this._run( this._DIRECTION_LEFT , 0 );\r
+ },\r
+\r
+ prev: function () {\r
+ this._run( this._DIRECTION_RIGHT, 0 );\r
+ },\r
+\r
+ refresh: function () {\r
+ var view = this.element,\r
+ canvas = view.find( "canvas.ui-gallery3d-canvas" );\r
+\r
+ if ( canvas.width() !== view.width() ) {\r
+ canvas.width( view.width() );\r
+ }\r
+\r
+ if ( !this._animationID ) {\r
+ this._setPosition( 0, 0 );\r
+ }\r
+ },\r
+\r
+ select: function ( index ) {\r
+ var nodes = this._nodes,\r
+ repeat,\r
+ i,\r
+ imageID,\r
+ object = null,\r
+ target = 0,\r
+ direction = 0;\r
+\r
+ if ( index && this._animationID ) {\r
+ this._stop();\r
+ }\r
+\r
+ for ( i in nodes ) {\r
+ if ( nodes[i].level === 1 ) {\r
+ object = this._imageList[ nodes[i].imageID ];\r
+ imageID = nodes[i].imageID;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if ( !index ) {\r
+ return object;\r
+ }\r
+\r
+ if ( index < 0 && index >= this._imageList.length ) {\r
+ return;\r
+ }\r
+\r
+ target = index - imageID;\r
+ direction = ( target > 0 ) ? this._DIRECTION_LEFT\r
+ : ( ( target < 0 ) ? this._DIRECTION_RIGHT : 0 );\r
+ if ( direction ) {\r
+ this._run( direction, Math.abs( target ) - 1 );\r
+ }\r
+ },\r
+\r
+ add: function ( item, index ) {\r
+ if ( !item ) {\r
+ return;\r
+ }\r
+\r
+ if ( typeof item === "string" ) {\r
+ item = { "src" : item };\r
+ }\r
+\r
+ index = index || 0;\r
+ if ( typeof index !== "number" && index < 0\r
+ && index >= this._imageList.length ) {\r
+ return;\r
+ }\r
+\r
+ this._imageList.splice( index, 0, item );\r
+ if ( this._gl ) {\r
+ this._reset();\r
+ }\r
+ },\r
+\r
+ remove: function ( index ) {\r
+ index = index || 0;\r
+ if ( typeof index !== "number" && index < 0\r
+ && index >= this._imageList.length ) {\r
+ return;\r
+ }\r
+\r
+ this._imageList.splice( index, 1 );\r
+ if ( this._gl ) {\r
+ this._reset();\r
+ }\r
+ },\r
+\r
+ clearThumbnailCache: function () {\r
+ if ( !this._nodes || ( this._nodes.length <= 0 ) ) {\r
+ return;\r
+ }\r
+\r
+ var i, url;\r
+ for ( i = 0; i < this._imageList.length; i += 1 ) {\r
+ url = this._imageList[i].src;\r
+ $.imageloader.removeThumbnail( url );\r
+ }\r
+ },\r
+\r
+ empty: function () {\r
+ this._imageList = [];\r
+ this._reset();\r
+ },\r
+\r
+ length: function () {\r
+ return this._imageList.length;\r
+ }\r
+ });\r
+\r
+ $( document ).bind( "pagecreate create", function ( e ) {\r
+ $( ":jqmData(role='gallery3d')" ).gallery3d();\r
+ });\r
+\r
+} ( jQuery, document, window ) );\r
+\r
+//>>excludeStart("jqmBuildExclude", pragmas.jqmBuildExclude);\r
+} );\r
+//>>excludeEnd("jqmBuildExclude");
\ No newline at end of file