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521 lines
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521 lines
14 KiB
HTML
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<title>JSDoc: Source: mat2d.js</title>
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<h1 class="page-title">Source: mat2d.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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var glMatrix = require("./common.js");
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/**
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* @class 2x3 Matrix
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* @name mat2d
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*
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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, c, tx,
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* b, d, 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, c, tx,
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* b, d, ty,
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* 0, 0, 1]
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* </pre>
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* The last row is ignored so the array is shorter and operations are faster.
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*/
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var mat2d = {};
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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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mat2d.create = function() {
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var out = new glMatrix.ARRAY_TYPE(6);
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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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* 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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mat2d.clone = function(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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mat2d.copy = function(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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mat2d.identity = function(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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mat2d.fromValues = function(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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mat2d.set = function(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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mat2d.invert = function(out, a) {
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var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
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atx = a[4], 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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mat2d.determinant = function (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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mat2d.multiply = function (out, a, b) {
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var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
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b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], 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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* Alias for {@link mat2d.multiply}
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* @function
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*/
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mat2d.mul = mat2d.multiply;
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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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mat2d.rotate = function (out, a, rad) {
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var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
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s = Math.sin(rad),
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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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mat2d.scale = function(out, a, v) {
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var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
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v0 = v[0], 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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mat2d.translate = function(out, a, v) {
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var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
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v0 = v[0], 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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mat2d.fromRotation = function(out, rad) {
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var s = Math.sin(rad), 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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mat2d.fromScaling = function(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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mat2d.fromTranslation = function(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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mat2d.str = function (a) {
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return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
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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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mat2d.frob = function (a) {
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return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 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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mat2d.add = function(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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mat2d.subtract = function(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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* Alias for {@link mat2d.subtract}
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* @function
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*/
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mat2d.sub = mat2d.subtract;
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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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mat2d.multiplyScalar = function(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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mat2d.multiplyScalarAndAdd = function(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);
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out[5] = a[5] + (b[5] * scale);
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return out;
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};
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/**
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* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
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*
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* @param {mat2d} a The first matrix.
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* @param {mat2d} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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mat2d.exactEquals = function (a, b) {
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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];
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};
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/**
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* Returns whether or not the matrices have approximately the same elements in the same position.
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*
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* @param {mat2d} a The first matrix.
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* @param {mat2d} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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mat2d.equals = function (a, b) {
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var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5];
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var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
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return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
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Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
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Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&
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Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) &&
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Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) &&
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Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5)));
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};
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module.exports = mat2d;
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</code></pre>
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