/*
* 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...
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