{ "version": 3, "sources": ["../node_modules/gl-matrix/cjs/common.js", "../node_modules/gl-matrix/cjs/mat2.js", "../node_modules/gl-matrix/cjs/mat2d.js", "../node_modules/gl-matrix/cjs/mat3.js", "../node_modules/gl-matrix/cjs/mat4.js", "../node_modules/gl-matrix/cjs/vec3.js", "../node_modules/gl-matrix/cjs/vec4.js", "../node_modules/gl-matrix/cjs/quat.js", "../node_modules/gl-matrix/cjs/quat2.js", "../node_modules/gl-matrix/cjs/vec2.js", "../node_modules/gl-matrix/cjs/index.js", "../node_modules/@sardinefish/zogra-renderer/src/types/vec3.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/vec4.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/vec2.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/color.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/math.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/mat4.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/quat.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/ray.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/rect.ts", "../node_modules/@sardinefish/zogra-renderer/src/types/types.ts", "../node_modules/reflect-metadata/Reflect.js", "../node_modules/@sardinefish/zogra-renderer/src/core/global.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/texture-format.ts", "../node_modules/@sardinefish/zogra-renderer/src/utils/util.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/event.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/asset.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/shader.ts", "../node_modules/@sardinefish/zogra-renderer/src/builtin-assets/shaders.ts", "../node_modules/@sardinefish/zogra-renderer/src/utils/image-sizing.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/texture.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/material.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/material-type.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/mesh.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/render-target.ts", "../node_modules/@sardinefish/zogra-renderer/src/builtin-assets/materials.ts", "../node_modules/@sardinefish/zogra-renderer/src/builtin-assets/textures.ts", "../node_modules/@sardinefish/zogra-renderer/src/utils/mesh-builder.ts", "../node_modules/@sardinefish/zogra-renderer/src/builtin-assets/mesh.ts", "../node_modules/@sardinefish/zogra-renderer/src/builtin-assets/assets.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/renderer.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/lines.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/buffer.ts", "../node_modules/@sardinefish/zogra-renderer/src/core/core.ts", "../node_modules/@sardinefish/zogra-renderer/src/plugins/assets-importer/types.ts", "../node_modules/@sardinefish/zogra-renderer/src/plugins/assets-importer/assets-importer.ts", "../node_modules/@sardinefish/zogra-renderer/src/plugins/texture-importer/texture-importer.ts", "../node_modules/@sardinefish/zogra-renderer/src/plugins/plugins.ts", "../node_modules/@sardinefish/zogra-renderer/src/utils/public-utils.ts", "../node_modules/@sardinefish/zogra-renderer/src/utils/index.ts", "../node_modules/@sardinefish/zogra-renderer/src/index.ts", "../src/index.ts", "../src/renderer.ts", "../src/blur.ts", "../src/random.ts", "../src/raindrop.ts", "../src/utils.ts", "../src/spawner.ts", "../src/simulator.ts"], "sourcesContent": ["\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.setMatrixArrayType = setMatrixArrayType;\nexports.toRadian = toRadian;\nexports.equals = equals;\nexports.RANDOM = exports.ARRAY_TYPE = exports.EPSILON = void 0;\n\n/**\r\n * Common utilities\r\n * @module glMatrix\r\n */\n// Configuration Constants\nvar EPSILON = 0.000001;\nexports.EPSILON = EPSILON;\nvar ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;\nexports.ARRAY_TYPE = ARRAY_TYPE;\nvar RANDOM = Math.random;\n/**\r\n * Sets the type of array used when creating new vectors and matrices\r\n *\r\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\r\n */\n\nexports.RANDOM = RANDOM;\n\nfunction setMatrixArrayType(type) {\n exports.ARRAY_TYPE = ARRAY_TYPE = type;\n}\n\nvar degree = Math.PI / 180;\n/**\r\n * Convert Degree To Radian\r\n *\r\n * @param {Number} a Angle in Degrees\r\n */\n\nfunction toRadian(a) {\n return a * degree;\n}\n/**\r\n * Tests whether or not the arguments have approximately the same value, within an absolute\r\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\r\n * than or equal to 1.0, and a relative tolerance is used for larger values)\r\n *\r\n * @param {Number} a The first number to test.\r\n * @param {Number} b The second number to test.\r\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\r\n */\n\n\nfunction equals(a, b) {\n return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));\n}\n\nif (!Math.hypot) Math.hypot = function () {\n var y = 0,\n i = arguments.length;\n\n while (i--) {\n y += arguments[i] * arguments[i];\n }\n\n return Math.sqrt(y);\n};", "\"use strict\";\n\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.create = create;\nexports.clone = clone;\nexports.copy = copy;\nexports.identity = identity;\nexports.fromValues = fromValues;\nexports.set = set;\nexports.transpose = transpose;\nexports.invert = invert;\nexports.adjoint = adjoint;\nexports.determinant = determinant;\nexports.multiply = multiply;\nexports.rotate = rotate;\nexports.scale = scale;\nexports.fromRotation = fromRotation;\nexports.fromScaling = fromScaling;\nexports.str = str;\nexports.frob = frob;\nexports.LDU = LDU;\nexports.add = add;\nexports.subtract = subtract;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\nexports.multiplyScalar = multiplyScalar;\nexports.multiplyScalarAndAdd = multiplyScalarAndAdd;\nexports.sub = exports.mul = void 0;\n\nvar glMatrix = _interopRequireWildcard(require(\"./common.js\"));\n\nfunction _getRequireWildcardCache() { if (typeof WeakMap !== \"function\") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== \"object\" && typeof obj !== \"function\") { return { \"default\": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj[\"default\"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }\n\n/**\r\n * 2x2 Matrix\r\n * @module mat2\r\n */\n\n/**\r\n * Creates a new identity mat2\r\n *\r\n * @returns {mat2} a new 2x2 matrix\r\n */\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n }\n\n out[0] = 1;\n out[3] = 1;\n return out;\n}\n/**\r\n * Creates a new mat2 initialized with values from an existing matrix\r\n *\r\n * @param {ReadonlyMat2} a matrix to clone\r\n * @returns {mat2} a new 2x2 matrix\r\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n/**\r\n * Copy the values from one mat2 to another\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the source matrix\r\n * @returns {mat2} out\r\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n/**\r\n * Set a mat2 to the identity matrix\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @returns {mat2} out\r\n */\n\n\nfunction identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n/**\r\n * Create a new mat2 with the given values\r\n *\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\r\n * @returns {mat2} out A new 2x2 matrix\r\n */\n\n\nfunction fromValues(m00, m01, m10, m11) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = m00;\n out[1] = m01;\n out[2] = m10;\n out[3] = m11;\n return out;\n}\n/**\r\n * Set the components of a mat2 to the given values\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\r\n * @returns {mat2} out\r\n */\n\n\nfunction set(out, m00, m01, m10, m11) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m10;\n out[3] = m11;\n return out;\n}\n/**\r\n * Transpose the values of a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the source matrix\r\n * @returns {mat2} out\r\n */\n\n\nfunction transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache\n // some values\n if (out === a) {\n var a1 = a[1];\n out[1] = a[2];\n out[2] = a1;\n } else {\n out[0] = a[0];\n out[1] = a[2];\n out[2] = a[1];\n out[3] = a[3];\n }\n\n return out;\n}\n/**\r\n * Inverts a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the source matrix\r\n * @returns {mat2} out\r\n */\n\n\nfunction invert(out, a) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3]; // Calculate the determinant\n\n var det = a0 * a3 - a2 * a1;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = a3 * det;\n out[1] = -a1 * det;\n out[2] = -a2 * det;\n out[3] = a0 * det;\n return out;\n}\n/**\r\n * Calculates the adjugate of a mat2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the source matrix\r\n * @returns {mat2} out\r\n */\n\n\nfunction adjoint(out, a) {\n // Caching this value is nessecary if out == a\n var a0 = a[0];\n out[0] = a[3];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a0;\n return out;\n}\n/**\r\n * Calculates the determinant of a mat2\r\n *\r\n * @param {ReadonlyMat2} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\n\n\nfunction determinant(a) {\n return a[0] * a[3] - a[2] * a[1];\n}\n/**\r\n * Multiplies two mat2's\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the first operand\r\n * @param {ReadonlyMat2} b the second operand\r\n * @returns {mat2} out\r\n */\n\n\nfunction multiply(out, a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n out[0] = a0 * b0 + a2 * b1;\n out[1] = a1 * b0 + a3 * b1;\n out[2] = a0 * b2 + a2 * b3;\n out[3] = a1 * b2 + a3 * b3;\n return out;\n}\n/**\r\n * Rotates a mat2 by the given angle\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2} out\r\n */\n\n\nfunction rotate(out, a, rad) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n out[0] = a0 * c + a2 * s;\n out[1] = a1 * c + a3 * s;\n out[2] = a0 * -s + a2 * c;\n out[3] = a1 * -s + a3 * c;\n return out;\n}\n/**\r\n * Scales the mat2 by the dimensions in the given vec2\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the matrix to rotate\r\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\r\n * @returns {mat2} out\r\n **/\n\n\nfunction scale(out, a, v) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var v0 = v[0],\n v1 = v[1];\n out[0] = a0 * v0;\n out[1] = a1 * v0;\n out[2] = a2 * v1;\n out[3] = a3 * v1;\n return out;\n}\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2.identity(dest);\r\n * mat2.rotate(dest, dest, rad);\r\n *\r\n * @param {mat2} out mat2 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2} out\r\n */\n\n\nfunction fromRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = -s;\n out[3] = c;\n return out;\n}\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2.identity(dest);\r\n * mat2.scale(dest, dest, vec);\r\n *\r\n * @param {mat2} out mat2 receiving operation result\r\n * @param {ReadonlyVec2} v Scaling vector\r\n * @returns {mat2} out\r\n */\n\n\nfunction fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = v[1];\n return out;\n}\n/**\r\n * Returns a string representation of a mat2\r\n *\r\n * @param {ReadonlyMat2} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\n\n\nfunction str(a) {\n return \"mat2(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n/**\r\n * Returns Frobenius norm of a mat2\r\n *\r\n * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\n\n\nfunction frob(a) {\n return Math.hypot(a[0], a[1], a[2], a[3]);\n}\n/**\r\n * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix\r\n * @param {ReadonlyMat2} L the lower triangular matrix\r\n * @param {ReadonlyMat2} D the diagonal matrix\r\n * @param {ReadonlyMat2} U the upper triangular matrix\r\n * @param {ReadonlyMat2} a the input matrix to factorize\r\n */\n\n\nfunction LDU(L, D, U, a) {\n L[2] = a[2] / a[0];\n U[0] = a[0];\n U[1] = a[1];\n U[3] = a[3] - L[2] * U[1];\n return [L, D, U];\n}\n/**\r\n * Adds two mat2's\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the first operand\r\n * @param {ReadonlyMat2} b the second operand\r\n * @returns {mat2} out\r\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n return out;\n}\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the first operand\r\n * @param {ReadonlyMat2} b the second operand\r\n * @returns {mat2} out\r\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n return out;\n}\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {ReadonlyMat2} a The first matrix.\r\n * @param {ReadonlyMat2} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {ReadonlyMat2} a The first matrix.\r\n * @param {ReadonlyMat2} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\n}\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat2} out the receiving matrix\r\n * @param {ReadonlyMat2} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat2} out\r\n */\n\n\nfunction multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n return out;\n}\n/**\r\n * Adds two mat2's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat2} out the receiving vector\r\n * @param {ReadonlyMat2} a the first operand\r\n * @param {ReadonlyMat2} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat2} out\r\n */\n\n\nfunction multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n return out;\n}\n/**\r\n * Alias for {@link mat2.multiply}\r\n * @function\r\n */\n\n\nvar mul = multiply;\n/**\r\n * Alias for {@link mat2.subtract}\r\n * @function\r\n */\n\nexports.mul = mul;\nvar sub = subtract;\nexports.sub = sub;", "\"use strict\";\n\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.create = create;\nexports.clone = clone;\nexports.copy = copy;\nexports.identity = identity;\nexports.fromValues = fromValues;\nexports.set = set;\nexports.invert = invert;\nexports.determinant = determinant;\nexports.multiply = multiply;\nexports.rotate = rotate;\nexports.scale = scale;\nexports.translate = translate;\nexports.fromRotation = fromRotation;\nexports.fromScaling = fromScaling;\nexports.fromTranslation = fromTranslation;\nexports.str = str;\nexports.frob = frob;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiplyScalar = multiplyScalar;\nexports.multiplyScalarAndAdd = multiplyScalarAndAdd;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\nexports.sub = exports.mul = void 0;\n\nvar glMatrix = _interopRequireWildcard(require(\"./common.js\"));\n\nfunction _getRequireWildcardCache() { if (typeof WeakMap !== \"function\") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== \"object\" && typeof obj !== \"function\") { return { \"default\": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj[\"default\"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }\n\n/**\r\n * 2x3 Matrix\r\n * @module mat2d\r\n * @description\r\n * A mat2d contains six elements defined as:\r\n *
\r\n * [a, b,\r\n * c, d,\r\n * tx, ty]\r\n *\r\n * This is a short form for the 3x3 matrix:\r\n *
\r\n * [a, b, 0,\r\n * c, d, 0,\r\n * tx, ty, 1]\r\n *\r\n * The last column is ignored so the array is shorter and operations are faster.\r\n */\n\n/**\r\n * Creates a new identity mat2d\r\n *\r\n * @returns {mat2d} a new 2x3 matrix\r\n */\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(6);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[4] = 0;\n out[5] = 0;\n }\n\n out[0] = 1;\n out[3] = 1;\n return out;\n}\n/**\r\n * Creates a new mat2d initialized with values from an existing matrix\r\n *\r\n * @param {ReadonlyMat2d} a matrix to clone\r\n * @returns {mat2d} a new 2x3 matrix\r\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(6);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n return out;\n}\n/**\r\n * Copy the values from one mat2d to another\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the source matrix\r\n * @returns {mat2d} out\r\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n return out;\n}\n/**\r\n * Set a mat2d to the identity matrix\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @returns {mat2d} out\r\n */\n\n\nfunction identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n out[4] = 0;\n out[5] = 0;\n return out;\n}\n/**\r\n * Create a new mat2d with the given values\r\n *\r\n * @param {Number} a Component A (index 0)\r\n * @param {Number} b Component B (index 1)\r\n * @param {Number} c Component C (index 2)\r\n * @param {Number} d Component D (index 3)\r\n * @param {Number} tx Component TX (index 4)\r\n * @param {Number} ty Component TY (index 5)\r\n * @returns {mat2d} A new mat2d\r\n */\n\n\nfunction fromValues(a, b, c, d, tx, ty) {\n var out = new glMatrix.ARRAY_TYPE(6);\n out[0] = a;\n out[1] = b;\n out[2] = c;\n out[3] = d;\n out[4] = tx;\n out[5] = ty;\n return out;\n}\n/**\r\n * Set the components of a mat2d to the given values\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {Number} a Component A (index 0)\r\n * @param {Number} b Component B (index 1)\r\n * @param {Number} c Component C (index 2)\r\n * @param {Number} d Component D (index 3)\r\n * @param {Number} tx Component TX (index 4)\r\n * @param {Number} ty Component TY (index 5)\r\n * @returns {mat2d} out\r\n */\n\n\nfunction set(out, a, b, c, d, tx, ty) {\n out[0] = a;\n out[1] = b;\n out[2] = c;\n out[3] = d;\n out[4] = tx;\n out[5] = ty;\n return out;\n}\n/**\r\n * Inverts a mat2d\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the source matrix\r\n * @returns {mat2d} out\r\n */\n\n\nfunction invert(out, a) {\n var aa = a[0],\n ab = a[1],\n ac = a[2],\n ad = a[3];\n var atx = a[4],\n aty = a[5];\n var det = aa * ad - ab * ac;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = ad * det;\n out[1] = -ab * det;\n out[2] = -ac * det;\n out[3] = aa * det;\n out[4] = (ac * aty - ad * atx) * det;\n out[5] = (ab * atx - aa * aty) * det;\n return out;\n}\n/**\r\n * Calculates the determinant of a mat2d\r\n *\r\n * @param {ReadonlyMat2d} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\n\n\nfunction determinant(a) {\n return a[0] * a[3] - a[1] * a[2];\n}\n/**\r\n * Multiplies two mat2d's\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the first operand\r\n * @param {ReadonlyMat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\n\n\nfunction multiply(out, a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5];\n out[0] = a0 * b0 + a2 * b1;\n out[1] = a1 * b0 + a3 * b1;\n out[2] = a0 * b2 + a2 * b3;\n out[3] = a1 * b2 + a3 * b3;\n out[4] = a0 * b4 + a2 * b5 + a4;\n out[5] = a1 * b4 + a3 * b5 + a5;\n return out;\n}\n/**\r\n * Rotates a mat2d by the given angle\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2d} out\r\n */\n\n\nfunction rotate(out, a, rad) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5];\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n out[0] = a0 * c + a2 * s;\n out[1] = a1 * c + a3 * s;\n out[2] = a0 * -s + a2 * c;\n out[3] = a1 * -s + a3 * c;\n out[4] = a4;\n out[5] = a5;\n return out;\n}\n/**\r\n * Scales the mat2d by the dimensions in the given vec2\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the matrix to translate\r\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\r\n * @returns {mat2d} out\r\n **/\n\n\nfunction scale(out, a, v) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5];\n var v0 = v[0],\n v1 = v[1];\n out[0] = a0 * v0;\n out[1] = a1 * v0;\n out[2] = a2 * v1;\n out[3] = a3 * v1;\n out[4] = a4;\n out[5] = a5;\n return out;\n}\n/**\r\n * Translates the mat2d by the dimensions in the given vec2\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the matrix to translate\r\n * @param {ReadonlyVec2} v the vec2 to translate the matrix by\r\n * @returns {mat2d} out\r\n **/\n\n\nfunction translate(out, a, v) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5];\n var v0 = v[0],\n v1 = v[1];\n out[0] = a0;\n out[1] = a1;\n out[2] = a2;\n out[3] = a3;\n out[4] = a0 * v0 + a2 * v1 + a4;\n out[5] = a1 * v0 + a3 * v1 + a5;\n return out;\n}\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.rotate(dest, dest, rad);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat2d} out\r\n */\n\n\nfunction fromRotation(out, rad) {\n var s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = -s;\n out[3] = c;\n out[4] = 0;\n out[5] = 0;\n return out;\n}\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.scale(dest, dest, vec);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {ReadonlyVec2} v Scaling vector\r\n * @returns {mat2d} out\r\n */\n\n\nfunction fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = v[1];\n out[4] = 0;\n out[5] = 0;\n return out;\n}\n/**\r\n * Creates a matrix from a vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat2d.identity(dest);\r\n * mat2d.translate(dest, dest, vec);\r\n *\r\n * @param {mat2d} out mat2d receiving operation result\r\n * @param {ReadonlyVec2} v Translation vector\r\n * @returns {mat2d} out\r\n */\n\n\nfunction fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n out[4] = v[0];\n out[5] = v[1];\n return out;\n}\n/**\r\n * Returns a string representation of a mat2d\r\n *\r\n * @param {ReadonlyMat2d} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\n\n\nfunction str(a) {\n return \"mat2d(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \")\";\n}\n/**\r\n * Returns Frobenius norm of a mat2d\r\n *\r\n * @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\n\n\nfunction frob(a) {\n return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1);\n}\n/**\r\n * Adds two mat2d's\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the first operand\r\n * @param {ReadonlyMat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n return out;\n}\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the first operand\r\n * @param {ReadonlyMat2d} b the second operand\r\n * @returns {mat2d} out\r\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n return out;\n}\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat2d} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat2d} out\r\n */\n\n\nfunction multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n return out;\n}\n/**\r\n * Adds two mat2d's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat2d} out the receiving vector\r\n * @param {ReadonlyMat2d} a the first operand\r\n * @param {ReadonlyMat2d} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat2d} out\r\n */\n\n\nfunction multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n return out;\n}\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {ReadonlyMat2d} a The first matrix.\r\n * @param {ReadonlyMat2d} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5];\n}\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {ReadonlyMat2d} a The first matrix.\r\n * @param {ReadonlyMat2d} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5));\n}\n/**\r\n * Alias for {@link mat2d.multiply}\r\n * @function\r\n */\n\n\nvar mul = multiply;\n/**\r\n * Alias for {@link mat2d.subtract}\r\n * @function\r\n */\n\nexports.mul = mul;\nvar sub = subtract;\nexports.sub = sub;", "\"use strict\";\n\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.create = create;\nexports.fromMat4 = fromMat4;\nexports.clone = clone;\nexports.copy = copy;\nexports.fromValues = fromValues;\nexports.set = set;\nexports.identity = identity;\nexports.transpose = transpose;\nexports.invert = invert;\nexports.adjoint = adjoint;\nexports.determinant = determinant;\nexports.multiply = multiply;\nexports.translate = translate;\nexports.rotate = rotate;\nexports.scale = scale;\nexports.fromTranslation = fromTranslation;\nexports.fromRotation = fromRotation;\nexports.fromScaling = fromScaling;\nexports.fromMat2d = fromMat2d;\nexports.fromQuat = fromQuat;\nexports.normalFromMat4 = normalFromMat4;\nexports.projection = projection;\nexports.str = str;\nexports.frob = frob;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiplyScalar = multiplyScalar;\nexports.multiplyScalarAndAdd = multiplyScalarAndAdd;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\nexports.sub = exports.mul = void 0;\n\nvar glMatrix = _interopRequireWildcard(require(\"./common.js\"));\n\nfunction _getRequireWildcardCache() { if (typeof WeakMap !== \"function\") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== \"object\" && typeof obj !== \"function\") { return { \"default\": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj[\"default\"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }\n\n/**\r\n * 3x3 Matrix\r\n * @module mat3\r\n */\n\n/**\r\n * Creates a new identity mat3\r\n *\r\n * @returns {mat3} a new 3x3 matrix\r\n */\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(9);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n/**\r\n * Copies the upper-left 3x3 values into the given mat3.\r\n *\r\n * @param {mat3} out the receiving 3x3 matrix\r\n * @param {ReadonlyMat4} a the source 4x4 matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n/**\r\n * Creates a new mat3 initialized with values from an existing matrix\r\n *\r\n * @param {ReadonlyMat3} a matrix to clone\r\n * @returns {mat3} a new 3x3 matrix\r\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\r\n * Copy the values from one mat3 to another\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the source matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\r\n * Create a new mat3 with the given values\r\n *\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\r\n * @returns {mat3} A new mat3\r\n */\n\n\nfunction fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\r\n * Set the components of a mat3 to the given values\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\r\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\r\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\r\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\r\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\r\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\r\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\r\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\r\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\r\n * @returns {mat3} out\r\n */\n\n\nfunction set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\r\n * Set a mat3 to the identity matrix\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\r\n * Transpose the values of a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the source matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n } else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n\n return out;\n}\n/**\r\n * Inverts a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the source matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b01 = a22 * a11 - a12 * a21;\n var b11 = -a22 * a10 + a12 * a20;\n var b21 = a21 * a10 - a11 * a20; // Calculate the determinant\n\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n/**\r\n * Calculates the adjugate of a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the source matrix\r\n * @returns {mat3} out\r\n */\n\n\nfunction adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n/**\r\n * Calculates the determinant of a mat3\r\n *\r\n * @param {ReadonlyMat3} a the source matrix\r\n * @returns {Number} determinant of a\r\n */\n\n\nfunction determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\n}\n/**\r\n * Multiplies two mat3's\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the first operand\r\n * @param {ReadonlyMat3} b the second operand\r\n * @returns {mat3} out\r\n */\n\n\nfunction multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b00 = b[0],\n b01 = b[1],\n b02 = b[2];\n var b10 = b[3],\n b11 = b[4],\n b12 = b[5];\n var b20 = b[6],\n b21 = b[7],\n b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n/**\r\n * Translate a mat3 by the given vector\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the matrix to translate\r\n * @param {ReadonlyVec2} v vector to translate by\r\n * @returns {mat3} out\r\n */\n\n\nfunction translate(out, a, v) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n x = v[0],\n y = v[1];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n/**\r\n * Rotates a mat3 by the given angle\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the matrix to rotate\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat3} out\r\n */\n\n\nfunction rotate(out, a, rad) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n/**\r\n * Scales the mat3 by the dimensions in the given vec2\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the matrix to rotate\r\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\r\n * @returns {mat3} out\r\n **/\n\n\nfunction scale(out, a, v) {\n var x = v[0],\n y = v[1];\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\r\n * Creates a matrix from a vector translation\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.translate(dest, dest, vec);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {ReadonlyVec2} v Translation vector\r\n * @returns {mat3} out\r\n */\n\n\nfunction fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n/**\r\n * Creates a matrix from a given angle\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.rotate(dest, dest, rad);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {Number} rad the angle to rotate the matrix by\r\n * @returns {mat3} out\r\n */\n\n\nfunction fromRotation(out, rad) {\n var s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\r\n * Creates a matrix from a vector scaling\r\n * This is equivalent to (but much faster than):\r\n *\r\n * mat3.identity(dest);\r\n * mat3.scale(dest, dest, vec);\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {ReadonlyVec2} v Scaling vector\r\n * @returns {mat3} out\r\n */\n\n\nfunction fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\r\n * Copies the values from a mat2d into a mat3\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat2d} a the matrix to copy\r\n * @returns {mat3} out\r\n **/\n\n\nfunction fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n/**\r\n * Calculates a 3x3 matrix from the given quaternion\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {ReadonlyQuat} q Quaternion to create matrix from\r\n *\r\n * @returns {mat3} out\r\n */\n\n\nfunction fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n return out;\n}\n/**\r\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\r\n *\r\n * @param {mat3} out mat3 receiving operation result\r\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\r\n *\r\n * @returns {mat3} out\r\n */\n\n\nfunction normalFromMat4(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32; // Calculate the determinant\n\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n return out;\n}\n/**\r\n * Generates a 2D projection matrix with the given bounds\r\n *\r\n * @param {mat3} out mat3 frustum matrix will be written into\r\n * @param {number} width Width of your gl context\r\n * @param {number} height Height of gl context\r\n * @returns {mat3} out\r\n */\n\n\nfunction projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n/**\r\n * Returns a string representation of a mat3\r\n *\r\n * @param {ReadonlyMat3} a matrix to represent as a string\r\n * @returns {String} string representation of the matrix\r\n */\n\n\nfunction str(a) {\n return \"mat3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \")\";\n}\n/**\r\n * Returns Frobenius norm of a mat3\r\n *\r\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\r\n * @returns {Number} Frobenius norm\r\n */\n\n\nfunction frob(a) {\n return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);\n}\n/**\r\n * Adds two mat3's\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the first operand\r\n * @param {ReadonlyMat3} b the second operand\r\n * @returns {mat3} out\r\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n/**\r\n * Subtracts matrix b from matrix a\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the first operand\r\n * @param {ReadonlyMat3} b the second operand\r\n * @returns {mat3} out\r\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n/**\r\n * Multiply each element of the matrix by a scalar.\r\n *\r\n * @param {mat3} out the receiving matrix\r\n * @param {ReadonlyMat3} a the matrix to scale\r\n * @param {Number} b amount to scale the matrix's elements by\r\n * @returns {mat3} out\r\n */\n\n\nfunction multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n/**\r\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\r\n *\r\n * @param {mat3} out the receiving vector\r\n * @param {ReadonlyMat3} a the first operand\r\n * @param {ReadonlyMat3} b the second operand\r\n * @param {Number} scale the amount to scale b's elements by before adding\r\n * @returns {mat3} out\r\n */\n\n\nfunction multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n/**\r\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\r\n *\r\n * @param {ReadonlyMat3} a The first matrix.\r\n * @param {ReadonlyMat3} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\n}\n/**\r\n * Returns whether or not the matrices have approximately the same elements in the same position.\r\n *\r\n * @param {ReadonlyMat3} a The first matrix.\r\n * @param {ReadonlyMat3} b The second matrix.\r\n * @returns {Boolean} True if the matrices are equal, false otherwise.\r\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7],\n a8 = a[8];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7],\n b8 = b[8];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\n}\n/**\r\n * Alias for {@link mat3.multiply}\r\n * @function\r\n */\n\n\nvar mul = multiply;\n/**\r\n * Alias for {@link mat3.subtract}\r\n * @function\r\n */\n\nexports.mul = mul;\nvar sub = subtract;\nexports.sub = sub;", "\"use strict\";\n\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.create = create;\nexports.clone = clone;\nexports.copy = copy;\nexports.fromValues = fromValues;\nexports.set = set;\nexports.identity = identity;\nexports.transpose = transpose;\nexports.invert = invert;\nexports.adjoint = adjoint;\nexports.determinant = determinant;\nexports.multiply = multiply;\nexports.translate = translate;\nexports.scale = scale;\nexports.rotate = rotate;\nexports.rotateX = rotateX;\nexports.rotateY = rotateY;\nexports.rotateZ = rotateZ;\nexports.fromTranslation = fromTranslation;\nexports.fromScaling = fromScaling;\nexports.fromRotation = fromRotation;\nexports.fromXRotation = fromXRotation;\nexports.fromYRotation = fromYRotation;\nexports.fromZRotation = fromZRotation;\nexports.fromRotationTranslation = fromRotationTranslation;\nexports.fromQuat2 = fromQuat2;\nexports.getTranslation = getTranslation;\nexports.getScaling = getScaling;\nexports.getRotation = getRotation;\nexports.fromRotationTranslationScale = fromRotationTranslationScale;\nexports.fromRotationTranslationScaleOrigin = fromRotationTranslationScaleOrigin;\nexports.fromQuat = fromQuat;\nexports.frustum = frustum;\nexports.perspective = perspective;\nexports.perspectiveFromFieldOfView = perspectiveFromFieldOfView;\nexports.ortho = ortho;\nexports.lookAt = lookAt;\nexports.targetTo = targetTo;\nexports.str = str;\nexports.frob = frob;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiplyScalar = multiplyScalar;\nexports.multiplyScalarAndAdd = multiplyScalarAndAdd;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\nexports.sub = exports.mul = void 0;\n\nvar glMatrix = _interopRequireWildcard(require(\"./common.js\"));\n\nfunction _getRequireWildcardCache() { if (typeof WeakMap !== \"function\") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== \"object\" && typeof obj !== \"function\") { return { \"default\": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj[\"default\"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }\n\n/**\r\n * 4x4 Matrix