PShape

attempt at pshape

by Darby Rathbone

JavaScript

/* 
 * glMatrix.js - High performance matrix and vector operations for WebGL
 * version 0.9.6
 */

/*
 * Copyright (c) 2011 Brandon Jones
 *
 * This software is provided 'as-is', without any express or implied
 * warranty. In no event will the authors be held liable for any damages
 * arising from the use of this software.
 *
 * Permission is granted to anyone to use this software for any purpose,


 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 *
 *    1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 *
 *    2. Altered source versions must be plainly marked as such, and must not
 *    be misrepresented as being the original software.
 *
 *    3. This notice may not be removed or altered from any source
 *    distribution.
 */
if (typeof Float32Array != "undefined") {
    glMatrixArrayType = Float32Array
} else if (typeof WebGLFloatArray != "undefined") {
    glMatrixArrayType = WebGLFloatArray
} else {
    glMatrixArrayType = Array
}
var vec3 = {};
vec3.create = function (e) {
    var t = new glMatrixArrayType(3);
    if (e) {
        t[0] = e[0];
        t[1] = e[1];
        t[2] = e[2]
    }
    return t
};
vec3.set = function (e, t) {
    t[0] = e[0];
    t[1] = e[1];
    t[2] = e[2];
    return t
};
vec3.add = function (e, t, n) {
    if (!n || e == n) {
        e[0] += t[0];
        e[1] += t[1];
        e[2] += t[2];
        return e
    }
    n[0] = e[0] + t[0];
    n[1] = e[1] + t[1];
    n[2] = e[2] + t[2];
    return n
};
vec3.subtract = function (e, t, n) {
    if (!n || e == n) {
        e[0] -= t[0];
        e[1] -= t[1];
        e[2] -= t[2];
        return e
    }
    n[0] = e[0] - t[0];
    n[1] = e[1] - t[1];
    n[2] = e[2] - t[2];
    return...