2
0
Эх сурвалжийг харах

Renamed .multiplyMatrix* to .applyMatrix* and .multiplyQuaternion to .applyQuaternion as suggested by @WestLangley in #2860.

Mr.doob 12 жил өмнө
parent
commit
081a1fd646

+ 1 - 1
examples/canvas_interactive_voxelpainter.html

@@ -173,7 +173,7 @@
 					} else {
 
 						var normal = interect.face.normal.clone();
-						normal.multiplyMatrix4( interect.object.matrixRotationWorld );
+						normal.applyMatrix4( interect.object.matrixRotationWorld );
 
 						var position = new THREE.Vector3().add( interect.point, normal );
 

+ 4 - 4
examples/js/controls/TrackballControls.js

@@ -135,10 +135,10 @@ THREE.TrackballControls = function ( object, domElement ) {
 
 			quaternion.setFromAxisAngle( axis, -angle );
 
-			_eye.multiplyQuaternion( quaternion );
-			_this.object.up.multiplyQuaternion( quaternion );
+			_eye.applyQuaternion( quaternion );
+			_this.object.up.applyQuaternion( quaternion );
 
-			_rotateEnd.multiplyQuaternion( quaternion );
+			_rotateEnd.applyQuaternion( quaternion );
 
 			if ( _this.staticMoving ) {
 
@@ -147,7 +147,7 @@ THREE.TrackballControls = function ( object, domElement ) {
 			} else {
 
 				quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) );
-				_rotateStart.multiplyQuaternion( quaternion );
+				_rotateStart.applyQuaternion( quaternion );
 
 			}
 

+ 4 - 4
examples/js/loaders/ColladaLoader.js

@@ -444,7 +444,7 @@ THREE.ColladaLoader = function () {
 
 			for ( var i = 0; i < geometry.vertices.length; i ++ ) {
 
-				geometry.vertices[ i ].multiplyMatrix4( skin.bindShapeMatrix );
+				geometry.vertices[ i ].applyMatrix4( skin.bindShapeMatrix );
 
 			}
 
@@ -575,7 +575,7 @@ THREE.ColladaLoader = function () {
 
 		for ( i = 0; i < geometry.vertices.length; i ++ ) {
 
-			geometry.vertices[i].multiplyMatrix4( skinController.skin.bindShapeMatrix );
+			geometry.vertices[i].applyMatrix4( skinController.skin.bindShapeMatrix );
 
 		}
 
@@ -619,7 +619,7 @@ THREE.ColladaLoader = function () {
 					v.y = o.y;
 					v.z = o.z;
 
-					v.multiplyMatrix4( bones[i].skinningMatrix );
+					v.applyMatrix4( bones[i].skinningMatrix );
 
 					s.x += (v.x * weight);
 					s.y += (v.y * weight);
@@ -850,7 +850,7 @@ THREE.ColladaLoader = function () {
 
 			var delta = THREE.GeometryUtils.center( obj.geometry );
 			delta.multiplySelf( obj.scale );
-			delta.multiplyQuaternion( obj.quaternion );
+			delta.applyQuaternion( obj.quaternion );
 
 			obj.position.subSelf( delta );
 

+ 3 - 3
examples/js/renderers/WebGLDeferredRenderer.js

@@ -330,7 +330,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
 			uniforms[ "lightRadius" ].value = distance;
 
 			positionVS.copy( light.matrixWorld.getPosition() );
-			positionVS.multiplyMatrix4( camera.matrixWorldInverse );
+			positionVS.applyMatrix4( camera.matrixWorldInverse );
 
 			uniforms[ "lightPositionVS" ].value.copy( positionVS );
 
@@ -422,7 +422,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
 		var modelMatrix = light.matrixWorld;
 
 		positionVS.copy( modelMatrix.getPosition() );
-		positionVS.multiplyMatrix4( viewMatrix );
+		positionVS.applyMatrix4( viewMatrix );
 
 		directionVS.copy( modelMatrix.getPosition() );
 		directionVS.subSelf( light.target.matrixWorld.getPosition() );
@@ -630,7 +630,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
 		var viewMatrix = camera.matrixWorldInverse;
 
 		positionVS.copy( modelMatrix.getPosition() );
-		positionVS.multiplyMatrix4( viewMatrix );
+		positionVS.applyMatrix4( viewMatrix );
 
 		uniforms[ "lightPositionVS" ].value.copy( positionVS );
 

+ 1 - 1
examples/webgl_interactive_voxelpainter.html

@@ -174,7 +174,7 @@
 			function setVoxelPosition( intersector ) {
 
 				tmpVec.copy( intersector.face.normal );
-				tmpVec.multiplyMatrix4( intersector.object.matrixRotationWorld );
+				tmpVec.applyMatrix4( intersector.object.matrixRotationWorld );
 
 				voxelPosition.add( intersector.point, tmpVec );
 

+ 2 - 2
examples/webgl_lights_deferred_arealights.html

@@ -175,8 +175,8 @@
 				light.right.set( 1, 0, 0 );
 				light.normal.set( 0, -1, 0 );
 
-				light.right.multiplyMatrix4( matrix );
-				light.normal.multiplyMatrix4( matrix );
+				light.right.applyMatrix4( matrix );
+				light.normal.applyMatrix4( matrix );
 
 			}
 

+ 4 - 4
src/core/Geometry.js

@@ -65,22 +65,22 @@ THREE.Geometry.prototype = {
 		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
 
 			var vertex = this.vertices[ i ];
-			vertex.multiplyMatrix4( matrix );
+			vertex.applyMatrix4( matrix );
 
 		}
 
 		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
 
 			var face = this.faces[ i ];
-			face.normal.multiplyMatrix3( normalMatrix ).normalize();
+			face.normal.applyMatrix3( normalMatrix ).normalize();
 
 			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
-				face.vertexNormals[ j ].multiplyMatrix3( normalMatrix ).normalize();
+				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
 
 			}
 
-			face.centroid.multiplyMatrix4( matrix );
+			face.centroid.applyMatrix4( matrix );
 
 		}
 

+ 2 - 2
src/core/Object3D.js

@@ -91,13 +91,13 @@ THREE.Object3D.prototype = {
 
 	localToWorld: function ( vector ) {
 
-		return vector.multiplyMatrix4( this.matrixWorld );
+		return vector.applyMatrix4( this.matrixWorld );
 
 	},
 
 	worldToLocal: function ( vector ) {
 
-		return vector.multiplyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
+		return vector.applyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
 
 	},
 

+ 16 - 16
src/core/Projector.js

@@ -42,7 +42,7 @@ THREE.Projector = function() {
 
 		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
 
-		return vector.multiplyMatrix4( _viewProjectionMatrix );
+		return vector.applyMatrix4( _viewProjectionMatrix );
 
 	};
 
@@ -52,7 +52,7 @@ THREE.Projector = function() {
 
 		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
 
-		return vector.multiplyMatrix4( _viewProjectionMatrix );
+		return vector.applyMatrix4( _viewProjectionMatrix );
 
 	};
 
@@ -106,7 +106,7 @@ THREE.Projector = function() {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_vector3.multiplyMatrix4( _viewProjectionMatrix );
+							_vector3.applyMatrix4( _viewProjectionMatrix );
 							_object.z = _vector3.z;
 
 						}
@@ -129,7 +129,7 @@ THREE.Projector = function() {
 					} else {
 
 						_vector3.copy( object.matrixWorld.getPosition() );
-						_vector3.multiplyMatrix4( _viewProjectionMatrix );
+						_vector3.applyMatrix4( _viewProjectionMatrix );
 						_object.z = _vector3.z;
 
 					}
@@ -148,7 +148,7 @@ THREE.Projector = function() {
 					} else {
 
 						_vector3.copy( object.matrixWorld.getPosition() );
-						_vector3.multiplyMatrix4( _viewProjectionMatrix );
+						_vector3.applyMatrix4( _viewProjectionMatrix );
 						_object.z = _vector3.z;
 
 					}
@@ -227,10 +227,10 @@ THREE.Projector = function() {
 					_vertex = getNextVertexInPool();
 					_vertex.positionWorld.copy( vertices[ v ] );
 
-					_vertex.positionWorld.multiplyMatrix4( _modelMatrix );
+					_vertex.positionWorld.applyMatrix4( _modelMatrix );
 
 					_vertex.positionScreen.copy( _vertex.positionWorld );
-					_vertex.positionScreen.multiplyMatrix4( _viewProjectionMatrix );
+					_vertex.positionScreen.applyMatrix4( _viewProjectionMatrix );
 
 					_vertex.positionScreen.x /= _vertex.positionScreen.w;
 					_vertex.positionScreen.y /= _vertex.positionScreen.w;
@@ -328,14 +328,14 @@ THREE.Projector = function() {
 
 					}
 
-					_face.normalModel.multiplyMatrix3( _normalMatrix );
+					_face.normalModel.applyMatrix3( _normalMatrix );
 					_face.normalModel.normalize();
 
 					_face.normalModelView.copy( _face.normalModel );
-					_face.normalModelView.multiplyMatrix3( _normalViewMatrix );
+					_face.normalModelView.applyMatrix3( _normalViewMatrix );
 
 					_face.centroidModel.copy( face.centroid );
-					_face.centroidModel.multiplyMatrix4( _modelMatrix );
+					_face.centroidModel.applyMatrix4( _modelMatrix );
 
 					faceVertexNormals = face.vertexNormals;
 
@@ -350,12 +350,12 @@ THREE.Projector = function() {
 
 						}
 
-						normalModel.multiplyMatrix3( _normalMatrix );
+						normalModel.applyMatrix3( _normalMatrix );
 						normalModel.normalize();
 
 						var normalModelView = _face.vertexNormalsModelView[ n ];
 						normalModelView.copy( normalModel );
-						normalModelView.multiplyMatrix3( _normalViewMatrix );
+						normalModelView.applyMatrix3( _normalViewMatrix );
 
 					}
 
@@ -379,7 +379,7 @@ THREE.Projector = function() {
 					_face.material = material;
 
 					_centroid.copy( _face.centroidModel )
-					_centroid.multiplyMatrix4( _viewProjectionMatrix );
+					_centroid.applyMatrix4( _viewProjectionMatrix );
 
 					_face.z = _centroid.z;
 
@@ -395,7 +395,7 @@ THREE.Projector = function() {
 
 				v1 = getNextVertexInPool();
 				v1.positionScreen.copy( vertices[ 0 ] );
-				v1.positionScreen.multiplyMatrix4( _modelViewProjectionMatrix );
+				v1.positionScreen.applyMatrix4( _modelViewProjectionMatrix );
 
 				// Handle LineStrip and LinePieces
 				var step = object.type === THREE.LinePieces ? 2 : 1;
@@ -404,7 +404,7 @@ THREE.Projector = function() {
 
 					v1 = getNextVertexInPool();
 					v1.positionScreen.copy( vertices[ v ] );
-					v1.positionScreen.multiplyMatrix4( _modelViewProjectionMatrix );
+					v1.positionScreen.applyMatrix4( _modelViewProjectionMatrix );
 
 					if ( ( v + 1 ) % step > 0 ) continue;
 
@@ -446,7 +446,7 @@ THREE.Projector = function() {
 			if ( object instanceof THREE.Particle ) {
 
 				_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
-				_vector4.multiplyMatrix4( _viewProjectionMatrix );
+				_vector4.applyMatrix4( _viewProjectionMatrix );
 
 				_vector4.z /= _vector4.w;
 

+ 4 - 4
src/extras/GeometryUtils.js

@@ -40,7 +40,7 @@ THREE.GeometryUtils = {
 
 			var vertexCopy = vertex.clone();
 
-			if ( matrix ) vertexCopy.multiplyMatrix4( matrix );
+			if ( matrix ) vertexCopy.applyMatrix4( matrix );
 
 			vertices1.push( vertexCopy );
 
@@ -68,7 +68,7 @@ THREE.GeometryUtils = {
 
 			if ( normalMatrix ) {
 
-				faceCopy.normal.multiplyMatrix3( normalMatrix ).normalize();
+				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
 
 			}
 
@@ -78,7 +78,7 @@ THREE.GeometryUtils = {
 
 				if ( normalMatrix ) {
 
-					normal.multiplyMatrix3( normalMatrix ).normalize();
+					normal.applyMatrix3( normalMatrix ).normalize();
 
 				}
 
@@ -101,7 +101,7 @@ THREE.GeometryUtils = {
 
 			if ( matrix ) {
 
-				faceCopy.centroid.multiplyMatrix4( matrix );
+				faceCopy.centroid.applyMatrix4( matrix );
 
 			}
 

+ 1 - 1
src/extras/geometries/LatheGeometry.js

@@ -26,7 +26,7 @@ THREE.LatheGeometry = function ( points, steps, angle ) {
 
 		for ( var j = 0; j < _newV.length; j ++ ) {
 
-			_newV[ j ] = _newV[ j ].clone().multiplyMatrix4( _matrix );
+			_newV[ j ] = _newV[ j ].clone().applyMatrix4( _matrix );
 			this.vertices.push( _newV[ j ] );
 
 		}

+ 2 - 2
src/extras/geometries/TubeGeometry.js

@@ -246,7 +246,7 @@ THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
 
 			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
 
-			normals[ i ].multiplyMatrix4( mat.makeRotationAxis( vec, theta ) );
+			normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
 
 		}
 
@@ -271,7 +271,7 @@ THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
 		for ( i = 1; i < numpoints; i++ ) {
 
 			// twist a little...
-			normals[ i ].multiplyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
 			binormals[ i ].cross( tangents[ i ], normals[ i ] );
 
 		}

+ 2 - 2
src/extras/renderers/plugins/LensFlarePlugin.js

@@ -160,8 +160,8 @@ THREE.LensFlarePlugin = function ( ) {
 
 			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
 
-			tempPosition.multiplyMatrix4( camera.matrixWorldInverse );
-			tempPosition.multiplyMatrix4( camera.projectionMatrix );
+			tempPosition.applyMatrix4( camera.matrixWorldInverse );
+			tempPosition.applyMatrix4( camera.projectionMatrix );
 
 			// setup arrays for gl programs
 

+ 1 - 1
src/extras/renderers/plugins/ShadowMapPlugin.js

@@ -451,7 +451,7 @@ THREE.ShadowMapPlugin = function ( ) {
 			p.copy( pointsFrustum[ i ] );
 			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
 
-			p.multiplyMatrix4( shadowCamera.matrixWorldInverse );
+			p.applyMatrix4( shadowCamera.matrixWorldInverse );
 
 			if ( p.x < _min.x ) _min.x = p.x;
 			if ( p.x > _max.x ) _max.x = p.x;

+ 9 - 9
src/math/Box3.js

@@ -259,15 +259,15 @@ THREE.Box3.prototype = {
 
 		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
 		var newPoints = [
-			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ),
-			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ), // 000
-			THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ).multiplyMatrix4( matrix ), // 001
-			THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ).multiplyMatrix4( matrix ), // 010
-			THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ).multiplyMatrix4( matrix ), // 011
-			THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ), // 100
-			THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ).multiplyMatrix4( matrix ), // 101
-			THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ).multiplyMatrix4( matrix ), // 110
-			THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ).multiplyMatrix4( matrix )  // 111
+			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ),
+			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 000
+			THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 001
+			THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 010
+			THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ), // 011
+			THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 100
+			THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 101
+			THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 110
+			THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix )  // 111
 		];
 
 		this.makeEmpty();

+ 2 - 2
src/math/Plane.js

@@ -160,10 +160,10 @@ THREE.Plane.prototype = {
 		// compute new normal based on theory here:
 		// http://www.songho.ca/opengl/gl_normaltransform.html
 		optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
-		newNormal.copy( this.normal ).multiplyMatrix3( optionalNormalMatrix );
+		newNormal.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
 
 		newCoplanarPoint = this.coplanarPoint( newCoplanarPoint );
-		newCoplanarPoint.multiplyMatrix4( matrix );
+		newCoplanarPoint.applyMatrix4( matrix );
 
 		this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
 

+ 2 - 2
src/math/Ray.js

@@ -133,8 +133,8 @@ THREE.Ray.prototype = {
 
 	transform: function ( matrix4 ) {
 
-		this.direction.addSelf( this.origin ).multiplyMatrix4( matrix4 );
-		this.origin.multiplyMatrix4( matrix4 );
+		this.direction.addSelf( this.origin ).applyMatrix4( matrix4 );
+		this.origin.applyMatrix4( matrix4 );
 		this.direction.subSelf( this.origin );
 
 		return this;

+ 1 - 1
src/math/Sphere.js

@@ -98,7 +98,7 @@ THREE.Sphere.prototype = {
 
 	transform: function ( matrix ) {
 
-		this.center.multiplyMatrix4( matrix );
+		this.center.applyMatrix4( matrix );
 		this.radius = this.radius * matrix.getMaxScaleOnAxis();
 
 		return this;

+ 2 - 2
src/math/Vector2.js

@@ -256,8 +256,8 @@ THREE.Vector2.prototype = {
 	setLength: function ( l ) {
 
 		var oldLength = this.length();
-		
-		if ( oldLength !== 0 && l !== oldLength  ) {
+
+		if ( oldLength !== 0 && l !== oldLength ) {
 
 			this.multiplyScalar( l / oldLength );
 		}

+ 3 - 3
src/math/Vector3.js

@@ -170,7 +170,7 @@ THREE.Vector3.prototype = {
 
 	},
 
-	multiplyMatrix3: function ( m ) {
+	applyMatrix3: function ( m ) {
 
 		var x = this.x;
 		var y = this.y;
@@ -186,7 +186,7 @@ THREE.Vector3.prototype = {
 
 	},
 
-	multiplyMatrix4: function ( m ) {
+	applyMatrix4: function ( m ) {
 
 		var x = this.x;
 		var y = this.y;
@@ -203,7 +203,7 @@ THREE.Vector3.prototype = {
 
 	},
 
-	multiplyQuaternion: function ( q ) {
+	applyQuaternion: function ( q ) {
 
 		var x = this.x;
 		var y = this.y;

+ 1 - 1
src/math/Vector4.js

@@ -167,7 +167,7 @@ THREE.Vector4.prototype = {
 
 	},
 
-	multiplyMatrix4: function ( m ) {
+	applyMatrix4: function ( m ) {
 
 		var x = this.x;
 		var y = this.y;

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -1158,7 +1158,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 				vertex = vertices[ v ];
 
 				_vector3.copy( vertex );
-				_vector3.multiplyMatrix4( _projScreenMatrixPS );
+				_vector3.applyMatrix4( _projScreenMatrixPS );
 
 				sortArray[ v ] = [ _vector3.z, v ];
 
@@ -4124,7 +4124,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_vector3.multiplyMatrix4( _projScreenMatrix );
+							_vector3.applyMatrix4( _projScreenMatrix );
 
 							webglObject.z = _vector3.z;