StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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486 lines
11 KiB
486 lines
11 KiB
4 years ago
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import * as glMatrix from "./common.js";
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/**
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* 2x3 Matrix
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* @module mat2d
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* @description
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* A mat2d contains six elements defined as:
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* <pre>
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* [a, b,
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* c, d,
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* tx, ty]
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* </pre>
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* This is a short form for the 3x3 matrix:
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* <pre>
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* [a, b, 0,
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* c, d, 0,
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* tx, ty, 1]
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* </pre>
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* The last column is ignored so the array is shorter and operations are faster.
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*/
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/**
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* Creates a new identity mat2d
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*
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* @returns {mat2d} a new 2x3 matrix
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*/
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export function create() {
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var out = new glMatrix.ARRAY_TYPE(6);
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if (glMatrix.ARRAY_TYPE != Float32Array) {
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out[1] = 0;
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out[2] = 0;
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out[4] = 0;
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out[5] = 0;
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}
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out[0] = 1;
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out[3] = 1;
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return out;
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}
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/**
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* Creates a new mat2d initialized with values from an existing matrix
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*
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* @param {mat2d} a matrix to clone
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* @returns {mat2d} a new 2x3 matrix
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*/
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export function clone(a) {
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var out = new glMatrix.ARRAY_TYPE(6);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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out[4] = a[4];
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out[5] = a[5];
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return out;
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}
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/**
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* Copy the values from one mat2d to another
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the source matrix
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* @returns {mat2d} out
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*/
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export function copy(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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out[4] = a[4];
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out[5] = a[5];
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return out;
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}
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/**
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* Set a mat2d to the identity matrix
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*
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* @param {mat2d} out the receiving matrix
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* @returns {mat2d} out
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*/
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export function identity(out) {
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out[0] = 1;
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out[1] = 0;
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out[2] = 0;
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out[3] = 1;
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out[4] = 0;
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out[5] = 0;
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return out;
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}
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/**
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* Create a new mat2d with the given values
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*
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* @param {Number} a Component A (index 0)
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* @param {Number} b Component B (index 1)
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* @param {Number} c Component C (index 2)
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* @param {Number} d Component D (index 3)
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* @param {Number} tx Component TX (index 4)
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* @param {Number} ty Component TY (index 5)
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* @returns {mat2d} A new mat2d
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*/
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export function fromValues(a, b, c, d, tx, ty) {
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var out = new glMatrix.ARRAY_TYPE(6);
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out[0] = a;
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out[1] = b;
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out[2] = c;
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out[3] = d;
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out[4] = tx;
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out[5] = ty;
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return out;
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}
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/**
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* Set the components of a mat2d to the given values
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*
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* @param {mat2d} out the receiving matrix
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* @param {Number} a Component A (index 0)
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* @param {Number} b Component B (index 1)
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* @param {Number} c Component C (index 2)
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* @param {Number} d Component D (index 3)
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* @param {Number} tx Component TX (index 4)
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* @param {Number} ty Component TY (index 5)
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* @returns {mat2d} out
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*/
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export function set(out, a, b, c, d, tx, ty) {
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out[0] = a;
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out[1] = b;
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out[2] = c;
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out[3] = d;
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out[4] = tx;
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out[5] = ty;
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return out;
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}
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/**
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* Inverts a mat2d
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the source matrix
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* @returns {mat2d} out
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*/
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export function invert(out, a) {
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var aa = a[0],
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ab = a[1],
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ac = a[2],
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ad = a[3];
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var atx = a[4],
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aty = a[5];
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var det = aa * ad - ab * ac;
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if (!det) {
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return null;
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}
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det = 1.0 / det;
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out[0] = ad * det;
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out[1] = -ab * det;
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out[2] = -ac * det;
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out[3] = aa * det;
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out[4] = (ac * aty - ad * atx) * det;
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out[5] = (ab * atx - aa * aty) * det;
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return out;
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}
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/**
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* Calculates the determinant of a mat2d
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*
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* @param {mat2d} a the source matrix
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* @returns {Number} determinant of a
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*/
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export function determinant(a) {
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return a[0] * a[3] - a[1] * a[2];
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}
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/**
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* Multiplies two mat2d's
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the first operand
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* @param {mat2d} b the second operand
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* @returns {mat2d} out
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*/
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export function multiply(out, a, b) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3],
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a4 = a[4],
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a5 = a[5];
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var b0 = b[0],
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b1 = b[1],
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b2 = b[2],
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b3 = b[3],
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b4 = b[4],
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b5 = b[5];
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out[0] = a0 * b0 + a2 * b1;
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out[1] = a1 * b0 + a3 * b1;
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out[2] = a0 * b2 + a2 * b3;
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out[3] = a1 * b2 + a3 * b3;
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out[4] = a0 * b4 + a2 * b5 + a4;
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out[5] = a1 * b4 + a3 * b5 + a5;
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return out;
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}
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/**
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* Rotates a mat2d by the given angle
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the matrix to rotate
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2d} out
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*/
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export function rotate(out, a, rad) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3],
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a4 = a[4],
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a5 = a[5];
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var s = Math.sin(rad);
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var c = Math.cos(rad);
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out[0] = a0 * c + a2 * s;
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out[1] = a1 * c + a3 * s;
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out[2] = a0 * -s + a2 * c;
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out[3] = a1 * -s + a3 * c;
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out[4] = a4;
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out[5] = a5;
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return out;
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}
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/**
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* Scales the mat2d by the dimensions in the given vec2
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the matrix to translate
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* @param {vec2} v the vec2 to scale the matrix by
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* @returns {mat2d} out
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**/
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export function scale(out, a, v) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3],
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a4 = a[4],
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a5 = a[5];
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var v0 = v[0],
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v1 = v[1];
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out[0] = a0 * v0;
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out[1] = a1 * v0;
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out[2] = a2 * v1;
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out[3] = a3 * v1;
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out[4] = a4;
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out[5] = a5;
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return out;
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}
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/**
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* Translates the mat2d by the dimensions in the given vec2
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the matrix to translate
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* @param {vec2} v the vec2 to translate the matrix by
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* @returns {mat2d} out
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**/
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export function translate(out, a, v) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3],
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a4 = a[4],
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a5 = a[5];
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var v0 = v[0],
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v1 = v[1];
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out[0] = a0;
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out[1] = a1;
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out[2] = a2;
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out[3] = a3;
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out[4] = a0 * v0 + a2 * v1 + a4;
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out[5] = a1 * v0 + a3 * v1 + a5;
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return out;
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}
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/**
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* Creates a matrix from a given angle
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* This is equivalent to (but much faster than):
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*
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* mat2d.identity(dest);
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* mat2d.rotate(dest, dest, rad);
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*
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* @param {mat2d} out mat2d receiving operation result
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2d} out
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*/
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export function fromRotation(out, rad) {
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var s = Math.sin(rad),
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c = Math.cos(rad);
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out[0] = c;
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out[1] = s;
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out[2] = -s;
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out[3] = c;
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out[4] = 0;
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out[5] = 0;
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return out;
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}
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/**
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* Creates a matrix from a vector scaling
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* This is equivalent to (but much faster than):
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*
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* mat2d.identity(dest);
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* mat2d.scale(dest, dest, vec);
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*
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* @param {mat2d} out mat2d receiving operation result
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* @param {vec2} v Scaling vector
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* @returns {mat2d} out
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*/
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export function fromScaling(out, v) {
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out[0] = v[0];
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out[1] = 0;
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out[2] = 0;
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out[3] = v[1];
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out[4] = 0;
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out[5] = 0;
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return out;
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}
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/**
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* Creates a matrix from a vector translation
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* This is equivalent to (but much faster than):
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*
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* mat2d.identity(dest);
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* mat2d.translate(dest, dest, vec);
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*
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* @param {mat2d} out mat2d receiving operation result
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* @param {vec2} v Translation vector
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* @returns {mat2d} out
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*/
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export function fromTranslation(out, v) {
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out[0] = 1;
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out[1] = 0;
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out[2] = 0;
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out[3] = 1;
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out[4] = v[0];
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out[5] = v[1];
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return out;
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}
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/**
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* Returns a string representation of a mat2d
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*
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* @param {mat2d} a matrix to represent as a string
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* @returns {String} string representation of the matrix
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*/
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export function str(a) {
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return "mat2d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ")";
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}
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/**
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* Returns Frobenius norm of a mat2d
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*
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* @param {mat2d} a the matrix to calculate Frobenius norm of
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* @returns {Number} Frobenius norm
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*/
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export function frob(a) {
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return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1);
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}
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/**
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* Adds two mat2d's
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the first operand
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* @param {mat2d} b the second operand
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* @returns {mat2d} out
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*/
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export function add(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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out[3] = a[3] + b[3];
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out[4] = a[4] + b[4];
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out[5] = a[5] + b[5];
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return out;
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}
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/**
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* Subtracts matrix b from matrix a
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the first operand
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* @param {mat2d} b the second operand
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* @returns {mat2d} out
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*/
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export function subtract(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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out[3] = a[3] - b[3];
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out[4] = a[4] - b[4];
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out[5] = a[5] - b[5];
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return out;
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}
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/**
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* Multiply each element of the matrix by a scalar.
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*
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* @param {mat2d} out the receiving matrix
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* @param {mat2d} a the matrix to scale
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* @param {Number} b amount to scale the matrix's elements by
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* @returns {mat2d} out
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*/
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export function multiplyScalar(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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out[3] = a[3] * b;
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out[4] = a[4] * b;
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out[5] = a[5] * b;
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return out;
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}
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/**
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* Adds two mat2d's after multiplying each element of the second operand by a scalar value.
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*
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* @param {mat2d} out the receiving vector
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* @param {mat2d} a the first operand
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* @param {mat2d} b the second operand
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* @param {Number} scale the amount to scale b's elements by before adding
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* @returns {mat2d} out
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*/
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export function multiplyScalarAndAdd(out, a, b, scale) {
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out[0] = a[0] + b[0] * scale;
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out[1] = a[1] + b[1] * scale;
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out[2] = a[2] + b[2] * scale;
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out[3] = a[3] + b[3] * scale;
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out[4] = a[4] + b[4] * scale;
|
||
|
out[5] = a[5] + b[5] * scale;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
|
||
|
*
|
||
|
* @param {mat2d} a The first matrix.
|
||
|
* @param {mat2d} b The second matrix.
|
||
|
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
||
|
*/
|
||
|
|
||
|
export function exactEquals(a, b) {
|
||
|
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];
|
||
|
}
|
||
|
/**
|
||
|
* Returns whether or not the matrices have approximately the same elements in the same position.
|
||
|
*
|
||
|
* @param {mat2d} a The first matrix.
|
||
|
* @param {mat2d} b The second matrix.
|
||
|
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
||
|
*/
|
||
|
|
||
|
export function equals(a, b) {
|
||
|
var a0 = a[0],
|
||
|
a1 = a[1],
|
||
|
a2 = a[2],
|
||
|
a3 = a[3],
|
||
|
a4 = a[4],
|
||
|
a5 = a[5];
|
||
|
var b0 = b[0],
|
||
|
b1 = b[1],
|
||
|
b2 = b[2],
|
||
|
b3 = b[3],
|
||
|
b4 = b[4],
|
||
|
b5 = b[5];
|
||
|
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));
|
||
|
}
|
||
|
/**
|
||
|
* Alias for {@link mat2d.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var mul = multiply;
|
||
|
/**
|
||
|
* Alias for {@link mat2d.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var sub = subtract;
|