text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  //  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
  //  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
  
  var Class = require('../utils/Class');
  
  /**
   * @classdesc
   * A three-dimensional matrix.
   *
   * Defaults to the identity matrix when instantiated.
   *
   * @class Matrix3
   * @memberof Phaser.Math
   * @constructor
   * @since 3.0.0
   *
   * @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
   */
  var Matrix3 = new Class({
  
      initialize:
  
      function Matrix3 (m)
      {
          /**
           * The matrix values.
           *
           * @name Phaser.Math.Matrix3#val
           * @type {Float32Array}
           * @since 3.0.0
           */
          this.val = new Float32Array(9);
  
          if (m)
          {
              //  Assume Matrix3 with val:
              this.copy(m);
          }
          else
          {
              //  Default to identity
              this.identity();
          }
      },
  
      /**
       * Make a clone of this Matrix3.
       *
       * @method Phaser.Math.Matrix3#clone
       * @since 3.0.0
       *
       * @return {Phaser.Math.Matrix3} A clone of this Matrix3.
       */
      clone: function ()
      {
          return new Matrix3(this);
      },
  
      /**
       * This method is an alias for `Matrix3.copy`.
       *
       * @method Phaser.Math.Matrix3#set
       * @since 3.0.0
       *
       * @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      set: function (src)
      {
          return this.copy(src);
      },
  
      /**
       * Copy the values of a given Matrix into this Matrix.
       *
       * @method Phaser.Math.Matrix3#copy
       * @since 3.0.0
       *
       * @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      copy: function (src)
      {
          var out = this.val;
          var a = src.val;
  
          out[0] = a[0];
          out[1] = a[1];
          out[2] = a[2];
          out[3] = a[3];
          out[4] = a[4];
          out[5] = a[5];
          out[6] = a[6];
          out[7] = a[7];
          out[8] = a[8];
  
          return this;
      },
  
      /**
       * Copy the values of a given Matrix4 into this Matrix3.
       *
       * @method Phaser.Math.Matrix3#fromMat4
       * @since 3.0.0
       *
       * @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      fromMat4: function (m)
      {
          var a = m.val;
          var out = this.val;
  
          out[0] = a[0];
          out[1] = a[1];
          out[2] = a[2];
          out[3] = a[4];
          out[4] = a[5];
          out[5] = a[6];
          out[6] = a[8];
          out[7] = a[9];
          out[8] = a[10];
  
          return this;
      },
  
      /**
       * Set the values of this Matrix from the given array.
       *
       * @method Phaser.Math.Matrix3#fromArray
       * @since 3.0.0
       *
       * @param {array} a - The array to copy the values from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      fromArray: function (a)
      {
          var out = this.val;
  
          out[0] = a[0];
          out[1] = a[1];
          out[2] = a[2];
          out[3] = a[3];
          out[4] = a[4];
          out[5] = a[5];
          out[6] = a[6];
          out[7] = a[7];
          out[8] = a[8];
  
          return this;
      },
  
      /**
       * Reset this Matrix to an identity (default) matrix.
       *
       * @method Phaser.Math.Matrix3#identity
       * @since 3.0.0
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      identity: function ()
      {
          var out = this.val;
  
          out[0] = 1;
          out[1] = 0;
          out[2] = 0;
          out[3] = 0;
          out[4] = 1;
          out[5] = 0;
          out[6] = 0;
          out[7] = 0;
          out[8] = 1;
  
          return this;
      },
  
      /**
       * Transpose this Matrix.
       *
       * @method Phaser.Math.Matrix3#transpose
       * @since 3.0.0
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      transpose: function ()
      {
          var a = this.val;
          var a01 = a[1];
          var a02 = a[2];
          var a12 = a[5];
  
          a[1] = a[3];
          a[2] = a[6];
          a[3] = a01;
          a[5] = a[7];
          a[6] = a02;
          a[7] = a12;
  
          return this;
      },
  
      /**
       * Invert this Matrix.
       *
       * @method Phaser.Math.Matrix3#invert
       * @since 3.0.0
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      invert: function ()
      {
          var a = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a10 = a[3];
          var a11 = a[4];
          var a12 = a[5];
          var a20 = a[6];
          var a21 = a[7];
          var a22 = a[8];
  
          var b01 = a22 * a11 - a12 * a21;
          var b11 = -a22 * a10 + a12 * a20;
          var b21 = a21 * a10 - a11 * a20;
  
          // Calculate the determinant
          var det = a00 * b01 + a01 * b11 + a02 * b21;
  
          if (!det)
          {
              return null;
          }
  
          det = 1 / det;
  
          a[0] = b01 * det;
          a[1] = (-a22 * a01 + a02 * a21) * det;
          a[2] = (a12 * a01 - a02 * a11) * det;
          a[3] = b11 * det;
          a[4] = (a22 * a00 - a02 * a20) * det;
          a[5] = (-a12 * a00 + a02 * a10) * det;
          a[6] = b21 * det;
          a[7] = (-a21 * a00 + a01 * a20) * det;
          a[8] = (a11 * a00 - a01 * a10) * det;
  
          return this;
      },
  
      /**
       * Calculate the adjoint, or adjugate, of this Matrix.
       *
       * @method Phaser.Math.Matrix3#adjoint
       * @since 3.0.0
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      adjoint: function ()
      {
          var a = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a10 = a[3];
          var a11 = a[4];
          var a12 = a[5];
          var a20 = a[6];
          var a21 = a[7];
          var a22 = a[8];
  
          a[0] = (a11 * a22 - a12 * a21);
          a[1] = (a02 * a21 - a01 * a22);
          a[2] = (a01 * a12 - a02 * a11);
          a[3] = (a12 * a20 - a10 * a22);
          a[4] = (a00 * a22 - a02 * a20);
          a[5] = (a02 * a10 - a00 * a12);
          a[6] = (a10 * a21 - a11 * a20);
          a[7] = (a01 * a20 - a00 * a21);
          a[8] = (a00 * a11 - a01 * a10);
  
          return this;
      },
  
      /**
       * Calculate the determinant of this Matrix.
       *
       * @method Phaser.Math.Matrix3#determinant
       * @since 3.0.0
       *
       * @return {number} The determinant of this Matrix.
       */
      determinant: function ()
      {
          var a = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a10 = a[3];
          var a11 = a[4];
          var a12 = a[5];
          var a20 = a[6];
          var a21 = a[7];
          var a22 = a[8];
  
          return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
      },
  
      /**
       * Multiply this Matrix by the given Matrix.
       *
       * @method Phaser.Math.Matrix3#multiply
       * @since 3.0.0
       *
       * @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      multiply: function (src)
      {
          var a = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a10 = a[3];
          var a11 = a[4];
          var a12 = a[5];
          var a20 = a[6];
          var a21 = a[7];
          var a22 = a[8];
  
          var b = src.val;
  
          var b00 = b[0];
          var b01 = b[1];
          var b02 = b[2];
          var b10 = b[3];
          var b11 = b[4];
          var b12 = b[5];
          var b20 = b[6];
          var b21 = b[7];
          var b22 = b[8];
  
          a[0] = b00 * a00 + b01 * a10 + b02 * a20;
          a[1] = b00 * a01 + b01 * a11 + b02 * a21;
          a[2] = b00 * a02 + b01 * a12 + b02 * a22;
  
          a[3] = b10 * a00 + b11 * a10 + b12 * a20;
          a[4] = b10 * a01 + b11 * a11 + b12 * a21;
          a[5] = b10 * a02 + b11 * a12 + b12 * a22;
  
          a[6] = b20 * a00 + b21 * a10 + b22 * a20;
          a[7] = b20 * a01 + b21 * a11 + b22 * a21;
          a[8] = b20 * a02 + b21 * a12 + b22 * a22;
  
          return this;
      },
  
      /**
       * Translate this Matrix using the given Vector.
       *
       * @method Phaser.Math.Matrix3#translate
       * @since 3.0.0
       *
       * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      translate: function (v)
      {
          var a = this.val;
          var x = v.x;
          var y = v.y;
  
          a[6] = x * a[0] + y * a[3] + a[6];
          a[7] = x * a[1] + y * a[4] + a[7];
          a[8] = x * a[2] + y * a[5] + a[8];
  
          return this;
      },
  
      /**
       * Apply a rotation transformation to this Matrix.
       *
       * @method Phaser.Math.Matrix3#rotate
       * @since 3.0.0
       *
       * @param {number} rad - The angle in radians to rotate by.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      rotate: function (rad)
      {
          var a = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a10 = a[3];
          var a11 = a[4];
          var a12 = a[5];
  
          var s = Math.sin(rad);
          var c = Math.cos(rad);
  
          a[0] = c * a00 + s * a10;
          a[1] = c * a01 + s * a11;
          a[2] = c * a02 + s * a12;
  
          a[3] = c * a10 - s * a00;
          a[4] = c * a11 - s * a01;
          a[5] = c * a12 - s * a02;
  
          return this;
      },
  
      /**
       * Apply a scale transformation to this Matrix.
       *
       * Uses the `x` and `y` components of the given Vector to scale the Matrix.
       *
       * @method Phaser.Math.Matrix3#scale
       * @since 3.0.0
       *
       * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      scale: function (v)
      {
          var a = this.val;
          var x = v.x;
          var y = v.y;
  
          a[0] = x * a[0];
          a[1] = x * a[1];
          a[2] = x * a[2];
  
          a[3] = y * a[3];
          a[4] = y * a[4];
          a[5] = y * a[5];
  
          return this;
      },
  
      /**
       * Set the values of this Matrix from the given Quaternion.
       *
       * @method Phaser.Math.Matrix3#fromQuat
       * @since 3.0.0
       *
       * @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      fromQuat: function (q)
      {
          var x = q.x;
          var y = q.y;
          var z = q.z;
          var w = q.w;
  
          var x2 = x + x;
          var y2 = y + y;
          var z2 = z + z;
  
          var xx = x * x2;
          var xy = x * y2;
          var xz = x * z2;
  
          var yy = y * y2;
          var yz = y * z2;
          var zz = z * z2;
  
          var wx = w * x2;
          var wy = w * y2;
          var wz = w * z2;
  
          var out = this.val;
  
          out[0] = 1 - (yy + zz);
          out[3] = xy + wz;
          out[6] = xz - wy;
  
          out[1] = xy - wz;
          out[4] = 1 - (xx + zz);
          out[7] = yz + wx;
  
          out[2] = xz + wy;
          out[5] = yz - wx;
          out[8] = 1 - (xx + yy);
  
          return this;
      },
  
      /**
       * Set the values of this Matrix3 to be normalized from the given Matrix4.
       *
       * @method Phaser.Math.Matrix3#normalFromMat4
       * @since 3.0.0
       *
       * @param {Phaser.Math.Matrix4} m - The Matrix4 to normalize the values from.
       *
       * @return {Phaser.Math.Matrix3} This Matrix3.
       */
      normalFromMat4: function (m)
      {
          var a = m.val;
          var out = this.val;
  
          var a00 = a[0];
          var a01 = a[1];
          var a02 = a[2];
          var a03 = a[3];
  
          var a10 = a[4];
          var a11 = a[5];
          var a12 = a[6];
          var a13 = a[7];
  
          var a20 = a[8];
          var a21 = a[9];
          var a22 = a[10];
          var a23 = a[11];
  
          var a30 = a[12];
          var a31 = a[13];
          var a32 = a[14];
          var a33 = a[15];
  
          var b00 = a00 * a11 - a01 * a10;
          var b01 = a00 * a12 - a02 * a10;
          var b02 = a00 * a13 - a03 * a10;
          var b03 = a01 * a12 - a02 * a11;
  
          var b04 = a01 * a13 - a03 * a11;
          var b05 = a02 * a13 - a03 * a12;
          var b06 = a20 * a31 - a21 * a30;
          var b07 = a20 * a32 - a22 * a30;
  
          var b08 = a20 * a33 - a23 * a30;
          var b09 = a21 * a32 - a22 * a31;
          var b10 = a21 * a33 - a23 * a31;
          var b11 = a22 * a33 - a23 * a32;
  
          // Calculate the determinant
          var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
  
          if (!det)
          {
              return null;
          }
  
          det = 1 / det;
  
          out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
          out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
          out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
  
          out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
          out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
          out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
  
          out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
          out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
          out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
  
          return this;
      }
  
  });
  
  module.exports = Matrix3;
  