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@@ -1,6859 +0,0 @@
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-// File:src/Three.js
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-
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-/**
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- * @author mrdoob / http://mrdoob.com/
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- */
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-
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-var THREE = { REVISION: '69dev' };
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-
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-// browserify support
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-
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-if ( typeof module === 'object' ) {
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-
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- module.exports = THREE;
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-
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-}
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-
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-// polyfills
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-
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-if ( Math.sign === undefined ) {
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-
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- Math.sign = function ( x ) {
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-
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- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
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-
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- };
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-
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-}
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-
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-// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
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-
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-THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
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-
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-// GL STATE CONSTANTS
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-
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-THREE.CullFaceNone = 0;
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-THREE.CullFaceBack = 1;
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-THREE.CullFaceFront = 2;
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-THREE.CullFaceFrontBack = 3;
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-
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-THREE.FrontFaceDirectionCW = 0;
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-THREE.FrontFaceDirectionCCW = 1;
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-
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-// SHADOWING TYPES
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-
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-THREE.BasicShadowMap = 0;
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-THREE.PCFShadowMap = 1;
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-THREE.PCFSoftShadowMap = 2;
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-
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-// MATERIAL CONSTANTS
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-
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-// side
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-
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-THREE.FrontSide = 0;
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-THREE.BackSide = 1;
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-THREE.DoubleSide = 2;
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-
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-// shading
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-
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-THREE.NoShading = 0;
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-THREE.FlatShading = 1;
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-THREE.SmoothShading = 2;
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-
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-// colors
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-
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-THREE.NoColors = 0;
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-THREE.FaceColors = 1;
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-THREE.VertexColors = 2;
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-
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-// blending modes
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-
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-THREE.NoBlending = 0;
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-THREE.NormalBlending = 1;
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-THREE.AdditiveBlending = 2;
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-THREE.SubtractiveBlending = 3;
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-THREE.MultiplyBlending = 4;
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-THREE.CustomBlending = 5;
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-
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-// custom blending equations
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-// (numbers start from 100 not to clash with other
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-// mappings to OpenGL constants defined in Texture.js)
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-
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-THREE.AddEquation = 100;
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-THREE.SubtractEquation = 101;
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-THREE.ReverseSubtractEquation = 102;
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-
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-// custom blending destination factors
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-
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-THREE.ZeroFactor = 200;
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-THREE.OneFactor = 201;
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-THREE.SrcColorFactor = 202;
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-THREE.OneMinusSrcColorFactor = 203;
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-THREE.SrcAlphaFactor = 204;
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-THREE.OneMinusSrcAlphaFactor = 205;
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-THREE.DstAlphaFactor = 206;
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-THREE.OneMinusDstAlphaFactor = 207;
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-
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-// custom blending source factors
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-
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-//THREE.ZeroFactor = 200;
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-//THREE.OneFactor = 201;
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-//THREE.SrcAlphaFactor = 204;
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-//THREE.OneMinusSrcAlphaFactor = 205;
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-//THREE.DstAlphaFactor = 206;
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-//THREE.OneMinusDstAlphaFactor = 207;
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-THREE.DstColorFactor = 208;
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-THREE.OneMinusDstColorFactor = 209;
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-THREE.SrcAlphaSaturateFactor = 210;
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-
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-
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-// TEXTURE CONSTANTS
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-
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-THREE.MultiplyOperation = 0;
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-THREE.MixOperation = 1;
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-THREE.AddOperation = 2;
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-
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-// Mapping modes
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-
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-THREE.UVMapping = function () {};
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-
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-THREE.CubeReflectionMapping = function () {};
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-THREE.CubeRefractionMapping = function () {};
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-
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-THREE.SphericalReflectionMapping = function () {};
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-THREE.SphericalRefractionMapping = function () {};
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-
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-// Wrapping modes
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-
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-THREE.RepeatWrapping = 1000;
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-THREE.ClampToEdgeWrapping = 1001;
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-THREE.MirroredRepeatWrapping = 1002;
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-
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-// Filters
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-
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-THREE.NearestFilter = 1003;
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-THREE.NearestMipMapNearestFilter = 1004;
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-THREE.NearestMipMapLinearFilter = 1005;
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-THREE.LinearFilter = 1006;
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-THREE.LinearMipMapNearestFilter = 1007;
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-THREE.LinearMipMapLinearFilter = 1008;
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-
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-// Data types
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-
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-THREE.UnsignedByteType = 1009;
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-THREE.ByteType = 1010;
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-THREE.ShortType = 1011;
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-THREE.UnsignedShortType = 1012;
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-THREE.IntType = 1013;
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-THREE.UnsignedIntType = 1014;
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-THREE.FloatType = 1015;
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-
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-// Pixel types
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-
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-//THREE.UnsignedByteType = 1009;
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-THREE.UnsignedShort4444Type = 1016;
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-THREE.UnsignedShort5551Type = 1017;
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-THREE.UnsignedShort565Type = 1018;
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-
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-// Pixel formats
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-
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-THREE.AlphaFormat = 1019;
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-THREE.RGBFormat = 1020;
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-THREE.RGBAFormat = 1021;
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-THREE.LuminanceFormat = 1022;
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-THREE.LuminanceAlphaFormat = 1023;
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-
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-// Compressed texture formats
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-
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-THREE.RGB_S3TC_DXT1_Format = 2001;
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-THREE.RGBA_S3TC_DXT1_Format = 2002;
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-THREE.RGBA_S3TC_DXT3_Format = 2003;
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-THREE.RGBA_S3TC_DXT5_Format = 2004;
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-
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-/*
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-// Potential future PVRTC compressed texture formats
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-THREE.RGB_PVRTC_4BPPV1_Format = 2100;
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-THREE.RGB_PVRTC_2BPPV1_Format = 2101;
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-THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
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-THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
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-*/
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-
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-// File:src/math/Color.js
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-
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-/**
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- * @author mrdoob / http://mrdoob.com/
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- */
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-
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-THREE.Color = function ( color ) {
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-
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- if ( arguments.length === 3 ) {
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-
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- return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
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-
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- }
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-
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- return this.set( color )
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-
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-};
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-
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-THREE.Color.prototype = {
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-
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- constructor: THREE.Color,
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-
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- r: 1, g: 1, b: 1,
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-
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- set: function ( value ) {
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-
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- if ( value instanceof THREE.Color ) {
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-
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- this.copy( value );
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-
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- } else if ( typeof value === 'number' ) {
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-
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- this.setHex( value );
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-
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- } else if ( typeof value === 'string' ) {
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-
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- this.setStyle( value );
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-
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- }
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-
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- return this;
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-
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- },
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-
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- setHex: function ( hex ) {
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-
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- hex = Math.floor( hex );
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-
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- this.r = ( hex >> 16 & 255 ) / 255;
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- this.g = ( hex >> 8 & 255 ) / 255;
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- this.b = ( hex & 255 ) / 255;
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-
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- return this;
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-
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- },
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-
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- setRGB: function ( r, g, b ) {
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-
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- this.r = r;
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- this.g = g;
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- this.b = b;
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-
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- return this;
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-
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- },
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-
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- setHSL: function ( h, s, l ) {
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-
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- // h,s,l ranges are in 0.0 - 1.0
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-
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- if ( s === 0 ) {
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-
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- this.r = this.g = this.b = l;
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-
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- } else {
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-
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- var hue2rgb = function ( p, q, t ) {
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-
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- if ( t < 0 ) t += 1;
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- if ( t > 1 ) t -= 1;
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- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
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- if ( t < 1 / 2 ) return q;
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- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
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- return p;
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-
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- };
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-
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- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
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- var q = ( 2 * l ) - p;
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-
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- this.r = hue2rgb( q, p, h + 1 / 3 );
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- this.g = hue2rgb( q, p, h );
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- this.b = hue2rgb( q, p, h - 1 / 3 );
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-
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- }
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-
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- return this;
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-
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- },
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-
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- setStyle: function ( style ) {
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-
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- // rgb(255,0,0)
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-
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- if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
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-
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- var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
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-
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- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
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- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
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- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
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-
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- return this;
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-
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- }
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-
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- // rgb(100%,0%,0%)
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-
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- if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
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-
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- var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
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-
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- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
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- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
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- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
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-
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- return this;
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-
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- }
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-
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- // #ff0000
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-
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- if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
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-
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- var color = /^\#([0-9a-f]{6})$/i.exec( style );
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-
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- this.setHex( parseInt( color[ 1 ], 16 ) );
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-
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- return this;
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-
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- }
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-
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- // #f00
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-
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- if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
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-
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- var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
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-
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- this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
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-
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- return this;
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-
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- }
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-
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- // red
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-
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- if ( /^(\w+)$/i.test( style ) ) {
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-
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- this.setHex( THREE.ColorKeywords[ style ] );
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-
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- return this;
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-
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- }
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-
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-
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- },
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-
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- copy: function ( color ) {
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-
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- this.r = color.r;
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- this.g = color.g;
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- this.b = color.b;
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-
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- return this;
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-
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- },
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-
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- copyGammaToLinear: function ( color ) {
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-
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- this.r = color.r * color.r;
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- this.g = color.g * color.g;
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- this.b = color.b * color.b;
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-
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- return this;
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-
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- },
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-
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- copyLinearToGamma: function ( color ) {
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-
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- this.r = Math.sqrt( color.r );
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- this.g = Math.sqrt( color.g );
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- this.b = Math.sqrt( color.b );
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-
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- return this;
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-
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- },
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-
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- convertGammaToLinear: function () {
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-
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- var r = this.r, g = this.g, b = this.b;
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-
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- this.r = r * r;
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- this.g = g * g;
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- this.b = b * b;
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-
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- return this;
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-
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- },
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-
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- convertLinearToGamma: function () {
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-
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- this.r = Math.sqrt( this.r );
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- this.g = Math.sqrt( this.g );
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- this.b = Math.sqrt( this.b );
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-
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- return this;
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-
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- },
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-
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- getHex: function () {
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-
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- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
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-
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- },
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-
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- getHexString: function () {
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-
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- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
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-
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- },
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-
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- getHSL: function ( optionalTarget ) {
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-
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- // h,s,l ranges are in 0.0 - 1.0
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-
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- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
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-
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- var r = this.r, g = this.g, b = this.b;
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-
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- var max = Math.max( r, g, b );
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- var min = Math.min( r, g, b );
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-
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- var hue, saturation;
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- var lightness = ( min + max ) / 2.0;
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-
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- if ( min === max ) {
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-
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- hue = 0;
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- saturation = 0;
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-
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- } else {
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-
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- var delta = max - min;
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-
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- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
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-
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- switch ( max ) {
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-
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- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
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- case g: hue = ( b - r ) / delta + 2; break;
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- case b: hue = ( r - g ) / delta + 4; break;
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-
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- }
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-
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- hue /= 6;
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-
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- }
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-
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- hsl.h = hue;
|
|
|
- hsl.s = saturation;
|
|
|
- hsl.l = lightness;
|
|
|
-
|
|
|
- return hsl;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getStyle: function () {
|
|
|
-
|
|
|
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- offsetHSL: function ( h, s, l ) {
|
|
|
-
|
|
|
- var hsl = this.getHSL();
|
|
|
-
|
|
|
- hsl.h += h; hsl.s += s; hsl.l += l;
|
|
|
-
|
|
|
- this.setHSL( hsl.h, hsl.s, hsl.l );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- add: function ( color ) {
|
|
|
-
|
|
|
- this.r += color.r;
|
|
|
- this.g += color.g;
|
|
|
- this.b += color.b;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addColors: function ( color1, color2 ) {
|
|
|
-
|
|
|
- this.r = color1.r + color2.r;
|
|
|
- this.g = color1.g + color2.g;
|
|
|
- this.b = color1.b + color2.b;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addScalar: function ( s ) {
|
|
|
-
|
|
|
- this.r += s;
|
|
|
- this.g += s;
|
|
|
- this.b += s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiply: function ( color ) {
|
|
|
-
|
|
|
- this.r *= color.r;
|
|
|
- this.g *= color.g;
|
|
|
- this.b *= color.b;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyScalar: function ( s ) {
|
|
|
-
|
|
|
- this.r *= s;
|
|
|
- this.g *= s;
|
|
|
- this.b *= s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lerp: function ( color, alpha ) {
|
|
|
-
|
|
|
- this.r += ( color.r - this.r ) * alpha;
|
|
|
- this.g += ( color.g - this.g ) * alpha;
|
|
|
- this.b += ( color.b - this.b ) * alpha;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( c ) {
|
|
|
-
|
|
|
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.r = array[ 0 ];
|
|
|
- this.g = array[ 1 ];
|
|
|
- this.b = array[ 2 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this.r, this.g, this.b ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Color().setRGB( this.r, this.g, this.b );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
|
|
|
-'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
|
|
|
-'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
|
|
|
-'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
|
|
|
-'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
|
|
|
-'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
|
|
|
-'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
|
|
|
-'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
|
|
|
-'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
|
|
|
-'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
|
|
|
-'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
|
|
|
-'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
|
|
|
-'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
|
|
|
-'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
|
|
|
-'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
|
|
|
-'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
|
|
|
-'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
|
|
|
-'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
|
|
|
-'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
|
|
|
-'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
|
|
|
-'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
|
|
|
-'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
|
|
|
-'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
|
|
|
-'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
|
|
|
-
|
|
|
-// File:src/math/Quaternion.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mikael emtinger / http://gomo.se/
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Quaternion = function ( x, y, z, w ) {
|
|
|
-
|
|
|
- this._x = x || 0;
|
|
|
- this._y = y || 0;
|
|
|
- this._z = z || 0;
|
|
|
- this._w = ( w !== undefined ) ? w : 1;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Quaternion.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Quaternion,
|
|
|
-
|
|
|
- _x: 0,_y: 0, _z: 0, _w: 0,
|
|
|
-
|
|
|
- get x () {
|
|
|
-
|
|
|
- return this._x;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set x ( value ) {
|
|
|
-
|
|
|
- this._x = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get y () {
|
|
|
-
|
|
|
- return this._y;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set y ( value ) {
|
|
|
-
|
|
|
- this._y = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get z () {
|
|
|
-
|
|
|
- return this._z;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set z ( value ) {
|
|
|
-
|
|
|
- this._z = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get w () {
|
|
|
-
|
|
|
- return this._w;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set w ( value ) {
|
|
|
-
|
|
|
- this._w = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set: function ( x, y, z, w ) {
|
|
|
-
|
|
|
- this._x = x;
|
|
|
- this._y = y;
|
|
|
- this._z = z;
|
|
|
- this._w = w;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( quaternion ) {
|
|
|
-
|
|
|
- this._x = quaternion.x;
|
|
|
- this._y = quaternion.y;
|
|
|
- this._z = quaternion.z;
|
|
|
- this._w = quaternion.w;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromEuler: function ( euler, update ) {
|
|
|
-
|
|
|
- if ( euler instanceof THREE.Euler === false ) {
|
|
|
-
|
|
|
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
- }
|
|
|
-
|
|
|
- // http://www.mathworks.com/matlabcentral/fileexchange/
|
|
|
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
|
|
|
- // content/SpinCalc.m
|
|
|
-
|
|
|
- var c1 = Math.cos( euler._x / 2 );
|
|
|
- var c2 = Math.cos( euler._y / 2 );
|
|
|
- var c3 = Math.cos( euler._z / 2 );
|
|
|
- var s1 = Math.sin( euler._x / 2 );
|
|
|
- var s2 = Math.sin( euler._y / 2 );
|
|
|
- var s3 = Math.sin( euler._z / 2 );
|
|
|
-
|
|
|
- if ( euler.order === 'XYZ' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
-
|
|
|
- } else if ( euler.order === 'YXZ' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
-
|
|
|
- } else if ( euler.order === 'ZXY' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
-
|
|
|
- } else if ( euler.order === 'ZYX' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
-
|
|
|
- } else if ( euler.order === 'YZX' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
-
|
|
|
- } else if ( euler.order === 'XZY' ) {
|
|
|
-
|
|
|
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( update !== false ) this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromAxisAngle: function ( axis, angle ) {
|
|
|
-
|
|
|
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
|
|
|
-
|
|
|
- // assumes axis is normalized
|
|
|
-
|
|
|
- var halfAngle = angle / 2, s = Math.sin( halfAngle );
|
|
|
-
|
|
|
- this._x = axis.x * s;
|
|
|
- this._y = axis.y * s;
|
|
|
- this._z = axis.z * s;
|
|
|
- this._w = Math.cos( halfAngle );
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromRotationMatrix: function ( m ) {
|
|
|
-
|
|
|
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
|
|
|
-
|
|
|
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
-
|
|
|
- var te = m.elements,
|
|
|
-
|
|
|
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
|
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
|
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
|
|
|
-
|
|
|
- trace = m11 + m22 + m33,
|
|
|
- s;
|
|
|
-
|
|
|
- if ( trace > 0 ) {
|
|
|
-
|
|
|
- s = 0.5 / Math.sqrt( trace + 1.0 );
|
|
|
-
|
|
|
- this._w = 0.25 / s;
|
|
|
- this._x = ( m32 - m23 ) * s;
|
|
|
- this._y = ( m13 - m31 ) * s;
|
|
|
- this._z = ( m21 - m12 ) * s;
|
|
|
-
|
|
|
- } else if ( m11 > m22 && m11 > m33 ) {
|
|
|
-
|
|
|
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
|
|
|
-
|
|
|
- this._w = ( m32 - m23 ) / s;
|
|
|
- this._x = 0.25 * s;
|
|
|
- this._y = ( m12 + m21 ) / s;
|
|
|
- this._z = ( m13 + m31 ) / s;
|
|
|
-
|
|
|
- } else if ( m22 > m33 ) {
|
|
|
-
|
|
|
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
|
|
|
-
|
|
|
- this._w = ( m13 - m31 ) / s;
|
|
|
- this._x = ( m12 + m21 ) / s;
|
|
|
- this._y = 0.25 * s;
|
|
|
- this._z = ( m23 + m32 ) / s;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
|
|
|
-
|
|
|
- this._w = ( m21 - m12 ) / s;
|
|
|
- this._x = ( m13 + m31 ) / s;
|
|
|
- this._y = ( m23 + m32 ) / s;
|
|
|
- this._z = 0.25 * s;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromUnitVectors: function () {
|
|
|
-
|
|
|
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
|
|
|
-
|
|
|
- // assumes direction vectors vFrom and vTo are normalized
|
|
|
-
|
|
|
- var v1, r;
|
|
|
-
|
|
|
- var EPS = 0.000001;
|
|
|
-
|
|
|
- return function ( vFrom, vTo ) {
|
|
|
-
|
|
|
- if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- r = vFrom.dot( vTo ) + 1;
|
|
|
-
|
|
|
- if ( r < EPS ) {
|
|
|
-
|
|
|
- r = 0;
|
|
|
-
|
|
|
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
|
|
|
-
|
|
|
- v1.set( - vFrom.y, vFrom.x, 0 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- v1.set( 0, - vFrom.z, vFrom.y );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- v1.crossVectors( vFrom, vTo );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this._x = v1.x;
|
|
|
- this._y = v1.y;
|
|
|
- this._z = v1.z;
|
|
|
- this._w = r;
|
|
|
-
|
|
|
- this.normalize();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- inverse: function () {
|
|
|
-
|
|
|
- this.conjugate().normalize();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- conjugate: function () {
|
|
|
-
|
|
|
- this._x *= - 1;
|
|
|
- this._y *= - 1;
|
|
|
- this._z *= - 1;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- dot: function ( v ) {
|
|
|
-
|
|
|
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthSq: function () {
|
|
|
-
|
|
|
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- length: function () {
|
|
|
-
|
|
|
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normalize: function () {
|
|
|
-
|
|
|
- var l = this.length();
|
|
|
-
|
|
|
- if ( l === 0 ) {
|
|
|
-
|
|
|
- this._x = 0;
|
|
|
- this._y = 0;
|
|
|
- this._z = 0;
|
|
|
- this._w = 1;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- l = 1 / l;
|
|
|
-
|
|
|
- this._x = this._x * l;
|
|
|
- this._y = this._y * l;
|
|
|
- this._z = this._z * l;
|
|
|
- this._w = this._w * l;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiply: function ( q, p ) {
|
|
|
-
|
|
|
- if ( p !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
|
|
|
- return this.multiplyQuaternions( q, p );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this.multiplyQuaternions( this, q );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyQuaternions: function ( a, b ) {
|
|
|
-
|
|
|
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
|
|
|
-
|
|
|
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
|
|
|
- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
|
|
|
-
|
|
|
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
|
|
|
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
|
|
|
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
|
|
|
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector3: function ( vector ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
|
|
- return vector.applyQuaternion( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- slerp: function ( qb, t ) {
|
|
|
-
|
|
|
- if ( t === 0 ) return this;
|
|
|
- if ( t === 1 ) return this.copy( qb );
|
|
|
-
|
|
|
- var x = this._x, y = this._y, z = this._z, w = this._w;
|
|
|
-
|
|
|
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
|
|
-
|
|
|
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
|
|
|
-
|
|
|
- if ( cosHalfTheta < 0 ) {
|
|
|
-
|
|
|
- this._w = - qb._w;
|
|
|
- this._x = - qb._x;
|
|
|
- this._y = - qb._y;
|
|
|
- this._z = - qb._z;
|
|
|
-
|
|
|
- cosHalfTheta = - cosHalfTheta;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this.copy( qb );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( cosHalfTheta >= 1.0 ) {
|
|
|
-
|
|
|
- this._w = w;
|
|
|
- this._x = x;
|
|
|
- this._y = y;
|
|
|
- this._z = z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var halfTheta = Math.acos( cosHalfTheta );
|
|
|
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
|
|
|
-
|
|
|
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
|
|
|
-
|
|
|
- this._w = 0.5 * ( w + this._w );
|
|
|
- this._x = 0.5 * ( x + this._x );
|
|
|
- this._y = 0.5 * ( y + this._y );
|
|
|
- this._z = 0.5 * ( z + this._z );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
|
|
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
|
|
-
|
|
|
- this._w = ( w * ratioA + this._w * ratioB );
|
|
|
- this._x = ( x * ratioA + this._x * ratioB );
|
|
|
- this._y = ( y * ratioA + this._y * ratioB );
|
|
|
- this._z = ( z * ratioA + this._z * ratioB );
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( quaternion ) {
|
|
|
-
|
|
|
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this._x = array[ 0 ];
|
|
|
- this._y = array[ 1 ];
|
|
|
- this._z = array[ 2 ];
|
|
|
- this._w = array[ 3 ];
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this._x, this._y, this._z, this._w ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- onChange: function ( callback ) {
|
|
|
-
|
|
|
- this.onChangeCallback = callback;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- onChangeCallback: function () {},
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Quaternion( this._x, this._y, this._z, this._w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
|
|
|
-
|
|
|
- return qm.copy( qa ).slerp( qb, t );
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-// File:src/math/Vector2.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author philogb / http://blog.thejit.org/
|
|
|
- * @author egraether / http://egraether.com/
|
|
|
- * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Vector2 = function ( x, y ) {
|
|
|
-
|
|
|
- this.x = x || 0;
|
|
|
- this.y = y || 0;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Vector2.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Vector2,
|
|
|
-
|
|
|
- set: function ( x, y ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
- this.y = y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setX: function ( x ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setY: function ( y ) {
|
|
|
-
|
|
|
- this.y = y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setComponent: function ( index, value ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: this.x = value; break;
|
|
|
- case 1: this.y = value; break;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getComponent: function ( index ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: return this.x;
|
|
|
- case 1: return this.y;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( v ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- add: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
- return this.addVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x += v.x;
|
|
|
- this.y += v.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x + b.x;
|
|
|
- this.y = a.y + b.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addScalar: function ( s ) {
|
|
|
-
|
|
|
- this.x += s;
|
|
|
- this.y += s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- sub: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
- return this.subVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x -= v.x;
|
|
|
- this.y -= v.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- subVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x - b.x;
|
|
|
- this.y = a.y - b.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiply: function ( v ) {
|
|
|
-
|
|
|
- this.x *= v.x;
|
|
|
- this.y *= v.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyScalar: function ( s ) {
|
|
|
-
|
|
|
- this.x *= s;
|
|
|
- this.y *= s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- divide: function ( v ) {
|
|
|
-
|
|
|
- this.x /= v.x;
|
|
|
- this.y /= v.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- divideScalar: function ( scalar ) {
|
|
|
-
|
|
|
- if ( scalar !== 0 ) {
|
|
|
-
|
|
|
- var invScalar = 1 / scalar;
|
|
|
-
|
|
|
- this.x *= invScalar;
|
|
|
- this.y *= invScalar;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- min: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x > v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y > v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- max: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x < v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clamp: function ( min, max ) {
|
|
|
-
|
|
|
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
-
|
|
|
- if ( this.x < min.x ) {
|
|
|
-
|
|
|
- this.x = min.x;
|
|
|
-
|
|
|
- } else if ( this.x > max.x ) {
|
|
|
-
|
|
|
- this.x = max.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < min.y ) {
|
|
|
-
|
|
|
- this.y = min.y;
|
|
|
-
|
|
|
- } else if ( this.y > max.y ) {
|
|
|
-
|
|
|
- this.y = max.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- clampScalar: ( function () {
|
|
|
-
|
|
|
- var min, max;
|
|
|
-
|
|
|
- return function ( minVal, maxVal ) {
|
|
|
-
|
|
|
- if ( min === undefined ) {
|
|
|
-
|
|
|
- min = new THREE.Vector2();
|
|
|
- max = new THREE.Vector2();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- min.set( minVal, minVal );
|
|
|
- max.set( maxVal, maxVal );
|
|
|
-
|
|
|
- return this.clamp( min, max );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- } )(),
|
|
|
-
|
|
|
- floor: function () {
|
|
|
-
|
|
|
- this.x = Math.floor( this.x );
|
|
|
- this.y = Math.floor( this.y );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- ceil: function () {
|
|
|
-
|
|
|
- this.x = Math.ceil( this.x );
|
|
|
- this.y = Math.ceil( this.y );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- round: function () {
|
|
|
-
|
|
|
- this.x = Math.round( this.x );
|
|
|
- this.y = Math.round( this.y );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- roundToZero: function () {
|
|
|
-
|
|
|
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
|
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- negate: function () {
|
|
|
-
|
|
|
- this.x = - this.x;
|
|
|
- this.y = - this.y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- dot: function ( v ) {
|
|
|
-
|
|
|
- return this.x * v.x + this.y * v.y;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthSq: function () {
|
|
|
-
|
|
|
- return this.x * this.x + this.y * this.y;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- length: function () {
|
|
|
-
|
|
|
- return Math.sqrt( this.x * this.x + this.y * this.y );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normalize: function () {
|
|
|
-
|
|
|
- return this.divideScalar( this.length() );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceTo: function ( v ) {
|
|
|
-
|
|
|
- return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToSquared: function ( v ) {
|
|
|
-
|
|
|
- var dx = this.x - v.x, dy = this.y - v.y;
|
|
|
- return dx * dx + dy * dy;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setLength: function ( l ) {
|
|
|
-
|
|
|
- var oldLength = this.length();
|
|
|
-
|
|
|
- if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
-
|
|
|
- this.multiplyScalar( l / oldLength );
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lerp: function ( v, alpha ) {
|
|
|
-
|
|
|
- this.x += ( v.x - this.x ) * alpha;
|
|
|
- this.y += ( v.y - this.y ) * alpha;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( v ) {
|
|
|
-
|
|
|
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.x = array[ 0 ];
|
|
|
- this.y = array[ 1 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this.x, this.y ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Vector2( this.x, this.y );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Vector3.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author *kile / http://kile.stravaganza.org/
|
|
|
- * @author philogb / http://blog.thejit.org/
|
|
|
- * @author mikael emtinger / http://gomo.se/
|
|
|
- * @author egraether / http://egraether.com/
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Vector3 = function ( x, y, z ) {
|
|
|
-
|
|
|
- this.x = x || 0;
|
|
|
- this.y = y || 0;
|
|
|
- this.z = z || 0;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Vector3.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Vector3,
|
|
|
-
|
|
|
- set: function ( x, y, z ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
- this.y = y;
|
|
|
- this.z = z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setX: function ( x ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setY: function ( y ) {
|
|
|
-
|
|
|
- this.y = y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setZ: function ( z ) {
|
|
|
-
|
|
|
- this.z = z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setComponent: function ( index, value ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: this.x = value; break;
|
|
|
- case 1: this.y = value; break;
|
|
|
- case 2: this.z = value; break;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getComponent: function ( index ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: return this.x;
|
|
|
- case 1: return this.y;
|
|
|
- case 2: return this.z;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( v ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
- this.y = v.y;
|
|
|
- this.z = v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- add: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
- return this.addVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x += v.x;
|
|
|
- this.y += v.y;
|
|
|
- this.z += v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addScalar: function ( s ) {
|
|
|
-
|
|
|
- this.x += s;
|
|
|
- this.y += s;
|
|
|
- this.z += s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x + b.x;
|
|
|
- this.y = a.y + b.y;
|
|
|
- this.z = a.z + b.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- sub: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
- return this.subVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x -= v.x;
|
|
|
- this.y -= v.y;
|
|
|
- this.z -= v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- subVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x - b.x;
|
|
|
- this.y = a.y - b.y;
|
|
|
- this.z = a.z - b.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiply: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
|
|
- return this.multiplyVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x *= v.x;
|
|
|
- this.y *= v.y;
|
|
|
- this.z *= v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyScalar: function ( scalar ) {
|
|
|
-
|
|
|
- this.x *= scalar;
|
|
|
- this.y *= scalar;
|
|
|
- this.z *= scalar;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x * b.x;
|
|
|
- this.y = a.y * b.y;
|
|
|
- this.z = a.z * b.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyEuler: function () {
|
|
|
-
|
|
|
- var quaternion;
|
|
|
-
|
|
|
- return function ( euler ) {
|
|
|
-
|
|
|
- if ( euler instanceof THREE.Euler === false ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
|
|
-
|
|
|
- this.applyQuaternion( quaternion.setFromEuler( euler ) );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- applyAxisAngle: function () {
|
|
|
-
|
|
|
- var quaternion;
|
|
|
-
|
|
|
- return function ( axis, angle ) {
|
|
|
-
|
|
|
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
|
|
-
|
|
|
- this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- applyMatrix3: function ( m ) {
|
|
|
-
|
|
|
- var x = this.x;
|
|
|
- var y = this.y;
|
|
|
- var z = this.z;
|
|
|
-
|
|
|
- var e = m.elements;
|
|
|
-
|
|
|
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
|
|
|
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
|
|
|
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function ( m ) {
|
|
|
-
|
|
|
- // input: THREE.Matrix4 affine matrix
|
|
|
-
|
|
|
- var x = this.x, y = this.y, z = this.z;
|
|
|
-
|
|
|
- var e = m.elements;
|
|
|
-
|
|
|
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
|
|
|
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
|
|
|
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyProjection: function ( m ) {
|
|
|
-
|
|
|
- // input: THREE.Matrix4 projection matrix
|
|
|
-
|
|
|
- var x = this.x, y = this.y, z = this.z;
|
|
|
-
|
|
|
- var e = m.elements;
|
|
|
- var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
|
|
|
-
|
|
|
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
|
|
|
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
|
|
|
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyQuaternion: function ( q ) {
|
|
|
-
|
|
|
- var x = this.x;
|
|
|
- var y = this.y;
|
|
|
- var z = this.z;
|
|
|
-
|
|
|
- var qx = q.x;
|
|
|
- var qy = q.y;
|
|
|
- var qz = q.z;
|
|
|
- var qw = q.w;
|
|
|
-
|
|
|
- // calculate quat * vector
|
|
|
-
|
|
|
- var ix = qw * x + qy * z - qz * y;
|
|
|
- var iy = qw * y + qz * x - qx * z;
|
|
|
- var iz = qw * z + qx * y - qy * x;
|
|
|
- var iw = - qx * x - qy * y - qz * z;
|
|
|
-
|
|
|
- // calculate result * inverse quat
|
|
|
-
|
|
|
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
|
|
|
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
|
|
|
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- transformDirection: function ( m ) {
|
|
|
-
|
|
|
- // input: THREE.Matrix4 affine matrix
|
|
|
- // vector interpreted as a direction
|
|
|
-
|
|
|
- var x = this.x, y = this.y, z = this.z;
|
|
|
-
|
|
|
- var e = m.elements;
|
|
|
-
|
|
|
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
|
|
|
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
|
|
|
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
|
|
|
-
|
|
|
- this.normalize();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- divide: function ( v ) {
|
|
|
-
|
|
|
- this.x /= v.x;
|
|
|
- this.y /= v.y;
|
|
|
- this.z /= v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- divideScalar: function ( scalar ) {
|
|
|
-
|
|
|
- if ( scalar !== 0 ) {
|
|
|
-
|
|
|
- var invScalar = 1 / scalar;
|
|
|
-
|
|
|
- this.x *= invScalar;
|
|
|
- this.y *= invScalar;
|
|
|
- this.z *= invScalar;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- min: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x > v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y > v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z > v.z ) {
|
|
|
-
|
|
|
- this.z = v.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- max: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x < v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z < v.z ) {
|
|
|
-
|
|
|
- this.z = v.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clamp: function ( min, max ) {
|
|
|
-
|
|
|
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
-
|
|
|
- if ( this.x < min.x ) {
|
|
|
-
|
|
|
- this.x = min.x;
|
|
|
-
|
|
|
- } else if ( this.x > max.x ) {
|
|
|
-
|
|
|
- this.x = max.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < min.y ) {
|
|
|
-
|
|
|
- this.y = min.y;
|
|
|
-
|
|
|
- } else if ( this.y > max.y ) {
|
|
|
-
|
|
|
- this.y = max.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z < min.z ) {
|
|
|
-
|
|
|
- this.z = min.z;
|
|
|
-
|
|
|
- } else if ( this.z > max.z ) {
|
|
|
-
|
|
|
- this.z = max.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clampScalar: ( function () {
|
|
|
-
|
|
|
- var min, max;
|
|
|
-
|
|
|
- return function ( minVal, maxVal ) {
|
|
|
-
|
|
|
- if ( min === undefined ) {
|
|
|
-
|
|
|
- min = new THREE.Vector3();
|
|
|
- max = new THREE.Vector3();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- min.set( minVal, minVal, minVal );
|
|
|
- max.set( maxVal, maxVal, maxVal );
|
|
|
-
|
|
|
- return this.clamp( min, max );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- } )(),
|
|
|
-
|
|
|
- floor: function () {
|
|
|
-
|
|
|
- this.x = Math.floor( this.x );
|
|
|
- this.y = Math.floor( this.y );
|
|
|
- this.z = Math.floor( this.z );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- ceil: function () {
|
|
|
-
|
|
|
- this.x = Math.ceil( this.x );
|
|
|
- this.y = Math.ceil( this.y );
|
|
|
- this.z = Math.ceil( this.z );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- round: function () {
|
|
|
-
|
|
|
- this.x = Math.round( this.x );
|
|
|
- this.y = Math.round( this.y );
|
|
|
- this.z = Math.round( this.z );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- roundToZero: function () {
|
|
|
-
|
|
|
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
|
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- negate: function () {
|
|
|
-
|
|
|
- this.x = - this.x;
|
|
|
- this.y = - this.y;
|
|
|
- this.z = - this.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- dot: function ( v ) {
|
|
|
-
|
|
|
- return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthSq: function () {
|
|
|
-
|
|
|
- return this.x * this.x + this.y * this.y + this.z * this.z;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- length: function () {
|
|
|
-
|
|
|
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthManhattan: function () {
|
|
|
-
|
|
|
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normalize: function () {
|
|
|
-
|
|
|
- return this.divideScalar( this.length() );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setLength: function ( l ) {
|
|
|
-
|
|
|
- var oldLength = this.length();
|
|
|
-
|
|
|
- if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
-
|
|
|
- this.multiplyScalar( l / oldLength );
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lerp: function ( v, alpha ) {
|
|
|
-
|
|
|
- this.x += ( v.x - this.x ) * alpha;
|
|
|
- this.y += ( v.y - this.y ) * alpha;
|
|
|
- this.z += ( v.z - this.z ) * alpha;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- cross: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
|
|
- return this.crossVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var x = this.x, y = this.y, z = this.z;
|
|
|
-
|
|
|
- this.x = y * v.z - z * v.y;
|
|
|
- this.y = z * v.x - x * v.z;
|
|
|
- this.z = x * v.y - y * v.x;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- crossVectors: function ( a, b ) {
|
|
|
-
|
|
|
- var ax = a.x, ay = a.y, az = a.z;
|
|
|
- var bx = b.x, by = b.y, bz = b.z;
|
|
|
-
|
|
|
- this.x = ay * bz - az * by;
|
|
|
- this.y = az * bx - ax * bz;
|
|
|
- this.z = ax * by - ay * bx;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- projectOnVector: function () {
|
|
|
-
|
|
|
- var v1, dot;
|
|
|
-
|
|
|
- return function ( vector ) {
|
|
|
-
|
|
|
- if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- v1.copy( vector ).normalize();
|
|
|
-
|
|
|
- dot = this.dot( v1 );
|
|
|
-
|
|
|
- return this.copy( v1 ).multiplyScalar( dot );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- projectOnPlane: function () {
|
|
|
-
|
|
|
- var v1;
|
|
|
-
|
|
|
- return function ( planeNormal ) {
|
|
|
-
|
|
|
- if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- v1.copy( this ).projectOnVector( planeNormal );
|
|
|
-
|
|
|
- return this.sub( v1 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- reflect: function () {
|
|
|
-
|
|
|
- // reflect incident vector off plane orthogonal to normal
|
|
|
- // normal is assumed to have unit length
|
|
|
-
|
|
|
- var v1;
|
|
|
-
|
|
|
- return function ( normal ) {
|
|
|
-
|
|
|
- if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- angleTo: function ( v ) {
|
|
|
-
|
|
|
- var theta = this.dot( v ) / ( this.length() * v.length() );
|
|
|
-
|
|
|
- // clamp, to handle numerical problems
|
|
|
-
|
|
|
- return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceTo: function ( v ) {
|
|
|
-
|
|
|
- return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToSquared: function ( v ) {
|
|
|
-
|
|
|
- var dx = this.x - v.x;
|
|
|
- var dy = this.y - v.y;
|
|
|
- var dz = this.z - v.z;
|
|
|
-
|
|
|
- return dx * dx + dy * dy + dz * dz;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setEulerFromRotationMatrix: function ( m, order ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setEulerFromQuaternion: function ( q, order ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getPositionFromMatrix: function ( m ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
|
|
|
-
|
|
|
- return this.setFromMatrixPosition( m );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getScaleFromMatrix: function ( m ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
|
|
|
-
|
|
|
- return this.setFromMatrixScale( m );
|
|
|
- },
|
|
|
-
|
|
|
- getColumnFromMatrix: function ( index, matrix ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
|
|
|
-
|
|
|
- return this.setFromMatrixColumn( index, matrix );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromMatrixPosition: function ( m ) {
|
|
|
-
|
|
|
- this.x = m.elements[ 12 ];
|
|
|
- this.y = m.elements[ 13 ];
|
|
|
- this.z = m.elements[ 14 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromMatrixScale: function ( m ) {
|
|
|
-
|
|
|
- var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
|
|
|
- var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
|
|
|
- var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
|
|
|
-
|
|
|
- this.x = sx;
|
|
|
- this.y = sy;
|
|
|
- this.z = sz;
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- setFromMatrixColumn: function ( index, matrix ) {
|
|
|
-
|
|
|
- var offset = index * 4;
|
|
|
-
|
|
|
- var me = matrix.elements;
|
|
|
-
|
|
|
- this.x = me[ offset ];
|
|
|
- this.y = me[ offset + 1 ];
|
|
|
- this.z = me[ offset + 2 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( v ) {
|
|
|
-
|
|
|
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.x = array[ 0 ];
|
|
|
- this.y = array[ 1 ];
|
|
|
- this.z = array[ 2 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this.x, this.y, this.z ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Vector3( this.x, this.y, this.z );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Vector4.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
- * @author philogb / http://blog.thejit.org/
|
|
|
- * @author mikael emtinger / http://gomo.se/
|
|
|
- * @author egraether / http://egraether.com/
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Vector4 = function ( x, y, z, w ) {
|
|
|
-
|
|
|
- this.x = x || 0;
|
|
|
- this.y = y || 0;
|
|
|
- this.z = z || 0;
|
|
|
- this.w = ( w !== undefined ) ? w : 1;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Vector4.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Vector4,
|
|
|
-
|
|
|
- set: function ( x, y, z, w ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
- this.y = y;
|
|
|
- this.z = z;
|
|
|
- this.w = w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setX: function ( x ) {
|
|
|
-
|
|
|
- this.x = x;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setY: function ( y ) {
|
|
|
-
|
|
|
- this.y = y;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setZ: function ( z ) {
|
|
|
-
|
|
|
- this.z = z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setW: function ( w ) {
|
|
|
-
|
|
|
- this.w = w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setComponent: function ( index, value ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: this.x = value; break;
|
|
|
- case 1: this.y = value; break;
|
|
|
- case 2: this.z = value; break;
|
|
|
- case 3: this.w = value; break;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getComponent: function ( index ) {
|
|
|
-
|
|
|
- switch ( index ) {
|
|
|
-
|
|
|
- case 0: return this.x;
|
|
|
- case 1: return this.y;
|
|
|
- case 2: return this.z;
|
|
|
- case 3: return this.w;
|
|
|
- default: throw new Error( 'index is out of range: ' + index );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( v ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
- this.y = v.y;
|
|
|
- this.z = v.z;
|
|
|
- this.w = ( v.w !== undefined ) ? v.w : 1;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- add: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
- return this.addVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x += v.x;
|
|
|
- this.y += v.y;
|
|
|
- this.z += v.z;
|
|
|
- this.w += v.w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addScalar: function ( s ) {
|
|
|
-
|
|
|
- this.x += s;
|
|
|
- this.y += s;
|
|
|
- this.z += s;
|
|
|
- this.w += s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- addVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x + b.x;
|
|
|
- this.y = a.y + b.y;
|
|
|
- this.z = a.z + b.z;
|
|
|
- this.w = a.w + b.w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- sub: function ( v, w ) {
|
|
|
-
|
|
|
- if ( w !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
- return this.subVectors( v, w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.x -= v.x;
|
|
|
- this.y -= v.y;
|
|
|
- this.z -= v.z;
|
|
|
- this.w -= v.w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- subVectors: function ( a, b ) {
|
|
|
-
|
|
|
- this.x = a.x - b.x;
|
|
|
- this.y = a.y - b.y;
|
|
|
- this.z = a.z - b.z;
|
|
|
- this.w = a.w - b.w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyScalar: function ( scalar ) {
|
|
|
-
|
|
|
- this.x *= scalar;
|
|
|
- this.y *= scalar;
|
|
|
- this.z *= scalar;
|
|
|
- this.w *= scalar;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function ( m ) {
|
|
|
-
|
|
|
- var x = this.x;
|
|
|
- var y = this.y;
|
|
|
- var z = this.z;
|
|
|
- var w = this.w;
|
|
|
-
|
|
|
- var e = m.elements;
|
|
|
-
|
|
|
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
|
|
|
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
|
|
|
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
|
|
|
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- divideScalar: function ( scalar ) {
|
|
|
-
|
|
|
- if ( scalar !== 0 ) {
|
|
|
-
|
|
|
- var invScalar = 1 / scalar;
|
|
|
-
|
|
|
- this.x *= invScalar;
|
|
|
- this.y *= invScalar;
|
|
|
- this.z *= invScalar;
|
|
|
- this.w *= invScalar;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
- this.w = 1;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setAxisAngleFromQuaternion: function ( q ) {
|
|
|
-
|
|
|
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
|
|
-
|
|
|
- // q is assumed to be normalized
|
|
|
-
|
|
|
- this.w = 2 * Math.acos( q.w );
|
|
|
-
|
|
|
- var s = Math.sqrt( 1 - q.w * q.w );
|
|
|
-
|
|
|
- if ( s < 0.0001 ) {
|
|
|
-
|
|
|
- this.x = 1;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this.x = q.x / s;
|
|
|
- this.y = q.y / s;
|
|
|
- this.z = q.z / s;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setAxisAngleFromRotationMatrix: function ( m ) {
|
|
|
-
|
|
|
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
|
|
-
|
|
|
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
-
|
|
|
- var angle, x, y, z, // variables for result
|
|
|
- epsilon = 0.01, // margin to allow for rounding errors
|
|
|
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
|
|
-
|
|
|
- te = m.elements,
|
|
|
-
|
|
|
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
|
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
|
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
-
|
|
|
- if ( ( Math.abs( m12 - m21 ) < epsilon )
|
|
|
- && ( Math.abs( m13 - m31 ) < epsilon )
|
|
|
- && ( Math.abs( m23 - m32 ) < epsilon ) ) {
|
|
|
-
|
|
|
- // singularity found
|
|
|
- // first check for identity matrix which must have +1 for all terms
|
|
|
- // in leading diagonal and zero in other terms
|
|
|
-
|
|
|
- if ( ( Math.abs( m12 + m21 ) < epsilon2 )
|
|
|
- && ( Math.abs( m13 + m31 ) < epsilon2 )
|
|
|
- && ( Math.abs( m23 + m32 ) < epsilon2 )
|
|
|
- && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
|
|
-
|
|
|
- // this singularity is identity matrix so angle = 0
|
|
|
-
|
|
|
- this.set( 1, 0, 0, 0 );
|
|
|
-
|
|
|
- return this; // zero angle, arbitrary axis
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // otherwise this singularity is angle = 180
|
|
|
-
|
|
|
- angle = Math.PI;
|
|
|
-
|
|
|
- var xx = ( m11 + 1 ) / 2;
|
|
|
- var yy = ( m22 + 1 ) / 2;
|
|
|
- var zz = ( m33 + 1 ) / 2;
|
|
|
- var xy = ( m12 + m21 ) / 4;
|
|
|
- var xz = ( m13 + m31 ) / 4;
|
|
|
- var yz = ( m23 + m32 ) / 4;
|
|
|
-
|
|
|
- if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
|
|
|
-
|
|
|
- if ( xx < epsilon ) {
|
|
|
-
|
|
|
- x = 0;
|
|
|
- y = 0.707106781;
|
|
|
- z = 0.707106781;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- x = Math.sqrt( xx );
|
|
|
- y = xy / x;
|
|
|
- z = xz / x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( yy > zz ) { // m22 is the largest diagonal term
|
|
|
-
|
|
|
- if ( yy < epsilon ) {
|
|
|
-
|
|
|
- x = 0.707106781;
|
|
|
- y = 0;
|
|
|
- z = 0.707106781;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- y = Math.sqrt( yy );
|
|
|
- x = xy / y;
|
|
|
- z = yz / y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else { // m33 is the largest diagonal term so base result on this
|
|
|
-
|
|
|
- if ( zz < epsilon ) {
|
|
|
-
|
|
|
- x = 0.707106781;
|
|
|
- y = 0.707106781;
|
|
|
- z = 0;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- z = Math.sqrt( zz );
|
|
|
- x = xz / z;
|
|
|
- y = yz / z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.set( x, y, z, angle );
|
|
|
-
|
|
|
- return this; // return 180 deg rotation
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // as we have reached here there are no singularities so we can handle normally
|
|
|
-
|
|
|
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
|
|
|
- + ( m13 - m31 ) * ( m13 - m31 )
|
|
|
- + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
|
|
-
|
|
|
- if ( Math.abs( s ) < 0.001 ) s = 1;
|
|
|
-
|
|
|
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
|
|
|
- // caught by singularity test above, but I've left it in just in case
|
|
|
-
|
|
|
- this.x = ( m32 - m23 ) / s;
|
|
|
- this.y = ( m13 - m31 ) / s;
|
|
|
- this.z = ( m21 - m12 ) / s;
|
|
|
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- min: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x > v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y > v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z > v.z ) {
|
|
|
-
|
|
|
- this.z = v.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.w > v.w ) {
|
|
|
-
|
|
|
- this.w = v.w;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- max: function ( v ) {
|
|
|
-
|
|
|
- if ( this.x < v.x ) {
|
|
|
-
|
|
|
- this.x = v.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < v.y ) {
|
|
|
-
|
|
|
- this.y = v.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z < v.z ) {
|
|
|
-
|
|
|
- this.z = v.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.w < v.w ) {
|
|
|
-
|
|
|
- this.w = v.w;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clamp: function ( min, max ) {
|
|
|
-
|
|
|
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
-
|
|
|
- if ( this.x < min.x ) {
|
|
|
-
|
|
|
- this.x = min.x;
|
|
|
-
|
|
|
- } else if ( this.x > max.x ) {
|
|
|
-
|
|
|
- this.x = max.x;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.y < min.y ) {
|
|
|
-
|
|
|
- this.y = min.y;
|
|
|
-
|
|
|
- } else if ( this.y > max.y ) {
|
|
|
-
|
|
|
- this.y = max.y;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.z < min.z ) {
|
|
|
-
|
|
|
- this.z = min.z;
|
|
|
-
|
|
|
- } else if ( this.z > max.z ) {
|
|
|
-
|
|
|
- this.z = max.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( this.w < min.w ) {
|
|
|
-
|
|
|
- this.w = min.w;
|
|
|
-
|
|
|
- } else if ( this.w > max.w ) {
|
|
|
-
|
|
|
- this.w = max.w;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clampScalar: ( function () {
|
|
|
-
|
|
|
- var min, max;
|
|
|
-
|
|
|
- return function ( minVal, maxVal ) {
|
|
|
-
|
|
|
- if ( min === undefined ) {
|
|
|
-
|
|
|
- min = new THREE.Vector4();
|
|
|
- max = new THREE.Vector4();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- min.set( minVal, minVal, minVal, minVal );
|
|
|
- max.set( maxVal, maxVal, maxVal, maxVal );
|
|
|
-
|
|
|
- return this.clamp( min, max );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- } )(),
|
|
|
-
|
|
|
- floor: function () {
|
|
|
-
|
|
|
- this.x = Math.floor( this.x );
|
|
|
- this.y = Math.floor( this.y );
|
|
|
- this.z = Math.floor( this.z );
|
|
|
- this.w = Math.floor( this.w );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- ceil: function () {
|
|
|
-
|
|
|
- this.x = Math.ceil( this.x );
|
|
|
- this.y = Math.ceil( this.y );
|
|
|
- this.z = Math.ceil( this.z );
|
|
|
- this.w = Math.ceil( this.w );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- round: function () {
|
|
|
-
|
|
|
- this.x = Math.round( this.x );
|
|
|
- this.y = Math.round( this.y );
|
|
|
- this.z = Math.round( this.z );
|
|
|
- this.w = Math.round( this.w );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- roundToZero: function () {
|
|
|
-
|
|
|
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
|
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
|
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- negate: function () {
|
|
|
-
|
|
|
- this.x = - this.x;
|
|
|
- this.y = - this.y;
|
|
|
- this.z = - this.z;
|
|
|
- this.w = - this.w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- dot: function ( v ) {
|
|
|
-
|
|
|
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthSq: function () {
|
|
|
-
|
|
|
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- length: function () {
|
|
|
-
|
|
|
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lengthManhattan: function () {
|
|
|
-
|
|
|
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normalize: function () {
|
|
|
-
|
|
|
- return this.divideScalar( this.length() );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setLength: function ( l ) {
|
|
|
-
|
|
|
- var oldLength = this.length();
|
|
|
-
|
|
|
- if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
-
|
|
|
- this.multiplyScalar( l / oldLength );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lerp: function ( v, alpha ) {
|
|
|
-
|
|
|
- this.x += ( v.x - this.x ) * alpha;
|
|
|
- this.y += ( v.y - this.y ) * alpha;
|
|
|
- this.z += ( v.z - this.z ) * alpha;
|
|
|
- this.w += ( v.w - this.w ) * alpha;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( v ) {
|
|
|
-
|
|
|
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.x = array[ 0 ];
|
|
|
- this.y = array[ 1 ];
|
|
|
- this.z = array[ 2 ];
|
|
|
- this.w = array[ 3 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this.x, this.y, this.z, this.w ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Euler.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Euler = function ( x, y, z, order ) {
|
|
|
-
|
|
|
- this._x = x || 0;
|
|
|
- this._y = y || 0;
|
|
|
- this._z = z || 0;
|
|
|
- this._order = order || THREE.Euler.DefaultOrder;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
|
|
|
-
|
|
|
-THREE.Euler.DefaultOrder = 'XYZ';
|
|
|
-
|
|
|
-THREE.Euler.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Euler,
|
|
|
-
|
|
|
- _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
|
|
|
-
|
|
|
- get x () {
|
|
|
-
|
|
|
- return this._x;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set x ( value ) {
|
|
|
-
|
|
|
- this._x = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get y () {
|
|
|
-
|
|
|
- return this._y;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set y ( value ) {
|
|
|
-
|
|
|
- this._y = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get z () {
|
|
|
-
|
|
|
- return this._z;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set z ( value ) {
|
|
|
-
|
|
|
- this._z = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- get order () {
|
|
|
-
|
|
|
- return this._order;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set order ( value ) {
|
|
|
-
|
|
|
- this._order = value;
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- set: function ( x, y, z, order ) {
|
|
|
-
|
|
|
- this._x = x;
|
|
|
- this._y = y;
|
|
|
- this._z = z;
|
|
|
- this._order = order || this._order;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( euler ) {
|
|
|
-
|
|
|
- this._x = euler._x;
|
|
|
- this._y = euler._y;
|
|
|
- this._z = euler._z;
|
|
|
- this._order = euler._order;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromRotationMatrix: function ( m, order ) {
|
|
|
-
|
|
|
- var clamp = THREE.Math.clamp;
|
|
|
-
|
|
|
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
-
|
|
|
- var te = m.elements;
|
|
|
- var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
|
|
|
- var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
|
|
|
- var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
-
|
|
|
- order = order || this._order;
|
|
|
-
|
|
|
- if ( order === 'XYZ' ) {
|
|
|
-
|
|
|
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m13 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( - m23, m33 );
|
|
|
- this._z = Math.atan2( - m12, m11 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._x = Math.atan2( m32, m22 );
|
|
|
- this._z = 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( order === 'YXZ' ) {
|
|
|
-
|
|
|
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m23 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._y = Math.atan2( m13, m33 );
|
|
|
- this._z = Math.atan2( m21, m22 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._y = Math.atan2( - m31, m11 );
|
|
|
- this._z = 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( order === 'ZXY' ) {
|
|
|
-
|
|
|
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m32 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._y = Math.atan2( - m31, m33 );
|
|
|
- this._z = Math.atan2( - m12, m22 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._y = 0;
|
|
|
- this._z = Math.atan2( m21, m11 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( order === 'ZYX' ) {
|
|
|
-
|
|
|
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m31 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( m32, m33 );
|
|
|
- this._z = Math.atan2( m21, m11 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._x = 0;
|
|
|
- this._z = Math.atan2( - m12, m22 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( order === 'YZX' ) {
|
|
|
-
|
|
|
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m21 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( - m23, m22 );
|
|
|
- this._y = Math.atan2( - m31, m11 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._x = 0;
|
|
|
- this._y = Math.atan2( m13, m33 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( order === 'XZY' ) {
|
|
|
-
|
|
|
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
|
|
|
-
|
|
|
- if ( Math.abs( m12 ) < 0.99999 ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( m32, m22 );
|
|
|
- this._y = Math.atan2( m13, m11 );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- this._x = Math.atan2( - m23, m33 );
|
|
|
- this._y = 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this._order = order;
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromQuaternion: function ( q, order, update ) {
|
|
|
-
|
|
|
- var clamp = THREE.Math.clamp;
|
|
|
-
|
|
|
- // q is assumed to be normalized
|
|
|
-
|
|
|
- // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
|
|
|
-
|
|
|
- var sqx = q.x * q.x;
|
|
|
- var sqy = q.y * q.y;
|
|
|
- var sqz = q.z * q.z;
|
|
|
- var sqw = q.w * q.w;
|
|
|
-
|
|
|
- order = order || this._order;
|
|
|
-
|
|
|
- if ( order === 'XYZ' ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
|
|
|
- this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
|
|
|
- this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
|
|
|
-
|
|
|
- } else if ( order === 'YXZ' ) {
|
|
|
-
|
|
|
- this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
|
|
|
- this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
|
|
|
- this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
|
|
|
-
|
|
|
- } else if ( order === 'ZXY' ) {
|
|
|
-
|
|
|
- this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
|
|
|
- this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
|
|
|
- this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
|
|
|
-
|
|
|
- } else if ( order === 'ZYX' ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
|
|
|
- this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
|
|
|
- this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
|
|
|
-
|
|
|
- } else if ( order === 'YZX' ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
|
|
|
- this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
|
|
|
- this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
|
|
|
-
|
|
|
- } else if ( order === 'XZY' ) {
|
|
|
-
|
|
|
- this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
|
|
|
- this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
|
|
|
- this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this._order = order;
|
|
|
-
|
|
|
- if ( update !== false ) this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- reorder: function () {
|
|
|
-
|
|
|
- // WARNING: this discards revolution information -bhouston
|
|
|
-
|
|
|
- var q = new THREE.Quaternion();
|
|
|
-
|
|
|
- return function ( newOrder ) {
|
|
|
-
|
|
|
- q.setFromEuler( this );
|
|
|
- this.setFromQuaternion( q, newOrder );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- equals: function ( euler ) {
|
|
|
-
|
|
|
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this._x = array[ 0 ];
|
|
|
- this._y = array[ 1 ];
|
|
|
- this._z = array[ 2 ];
|
|
|
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- return [ this._x, this._y, this._z, this._order ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- onChange: function ( callback ) {
|
|
|
-
|
|
|
- this.onChangeCallback = callback;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- onChangeCallback: function () {},
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Euler( this._x, this._y, this._z, this._order );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Line3.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Line3 = function ( start, end ) {
|
|
|
-
|
|
|
- this.start = ( start !== undefined ) ? start : new THREE.Vector3();
|
|
|
- this.end = ( end !== undefined ) ? end : new THREE.Vector3();
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Line3.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Line3,
|
|
|
-
|
|
|
- set: function ( start, end ) {
|
|
|
-
|
|
|
- this.start.copy( start );
|
|
|
- this.end.copy( end );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( line ) {
|
|
|
-
|
|
|
- this.start.copy( line.start );
|
|
|
- this.end.copy( line.end );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- center: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- delta: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.subVectors( this.end, this.start );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceSq: function () {
|
|
|
-
|
|
|
- return this.start.distanceToSquared( this.end );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distance: function () {
|
|
|
-
|
|
|
- return this.start.distanceTo( this.end );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- at: function ( t, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- closestPointToPointParameter: function () {
|
|
|
-
|
|
|
- var startP = new THREE.Vector3();
|
|
|
- var startEnd = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( point, clampToLine ) {
|
|
|
-
|
|
|
- startP.subVectors( point, this.start );
|
|
|
- startEnd.subVectors( this.end, this.start );
|
|
|
-
|
|
|
- var startEnd2 = startEnd.dot( startEnd );
|
|
|
- var startEnd_startP = startEnd.dot( startP );
|
|
|
-
|
|
|
- var t = startEnd_startP / startEnd2;
|
|
|
-
|
|
|
- if ( clampToLine ) {
|
|
|
-
|
|
|
- t = THREE.Math.clamp( t, 0, 1 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return t;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
|
|
|
-
|
|
|
- var t = this.closestPointToPointParameter( point, clampToLine );
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function ( matrix ) {
|
|
|
-
|
|
|
- this.start.applyMatrix4( matrix );
|
|
|
- this.end.applyMatrix4( matrix );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( line ) {
|
|
|
-
|
|
|
- return line.start.equals( this.start ) && line.end.equals( this.end );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Line3().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Box2.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Box2 = function ( min, max ) {
|
|
|
-
|
|
|
- this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
|
|
|
- this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Box2.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Box2,
|
|
|
-
|
|
|
- set: function ( min, max ) {
|
|
|
-
|
|
|
- this.min.copy( min );
|
|
|
- this.max.copy( max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromPoints: function ( points ) {
|
|
|
-
|
|
|
- this.makeEmpty();
|
|
|
-
|
|
|
- for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
-
|
|
|
- this.expandByPoint( points[ i ] )
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromCenterAndSize: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector2();
|
|
|
-
|
|
|
- return function ( center, size ) {
|
|
|
-
|
|
|
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
|
- this.min.copy( center ).sub( halfSize );
|
|
|
- this.max.copy( center ).add( halfSize );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- copy: function ( box ) {
|
|
|
-
|
|
|
- this.min.copy( box.min );
|
|
|
- this.max.copy( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeEmpty: function () {
|
|
|
-
|
|
|
- this.min.x = this.min.y = Infinity;
|
|
|
- this.max.x = this.max.y = - Infinity;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- empty: function () {
|
|
|
-
|
|
|
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
-
|
|
|
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- center: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector2();
|
|
|
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- size: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector2();
|
|
|
- return result.subVectors( this.max, this.min );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- expandByPoint: function ( point ) {
|
|
|
-
|
|
|
- this.min.min( point );
|
|
|
- this.max.max( point );
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- expandByVector: function ( vector ) {
|
|
|
-
|
|
|
- this.min.sub( vector );
|
|
|
- this.max.add( vector );
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- expandByScalar: function ( scalar ) {
|
|
|
-
|
|
|
- this.min.addScalar( - scalar );
|
|
|
- this.max.addScalar( scalar );
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- containsPoint: function ( point ) {
|
|
|
-
|
|
|
- if ( point.x < this.min.x || point.x > this.max.x ||
|
|
|
- point.y < this.min.y || point.y > this.max.y ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- containsBox: function ( box ) {
|
|
|
-
|
|
|
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
|
|
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getParameter: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- // This can potentially have a divide by zero if the box
|
|
|
- // has a size dimension of 0.
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector2();
|
|
|
-
|
|
|
- return result.set(
|
|
|
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
|
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
|
|
|
- );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- isIntersectionBox: function ( box ) {
|
|
|
-
|
|
|
- // using 6 splitting planes to rule out intersections.
|
|
|
-
|
|
|
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
|
- box.max.y < this.min.y || box.min.y > this.max.y ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clampPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector2();
|
|
|
- return result.copy( point ).clamp( this.min, this.max );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPoint: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector2();
|
|
|
-
|
|
|
- return function ( point ) {
|
|
|
-
|
|
|
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
|
- return clampedPoint.sub( point ).length();
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- intersect: function ( box ) {
|
|
|
-
|
|
|
- this.min.max( box.min );
|
|
|
- this.max.min( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- union: function ( box ) {
|
|
|
-
|
|
|
- this.min.min( box.min );
|
|
|
- this.max.max( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- translate: function ( offset ) {
|
|
|
-
|
|
|
- this.min.add( offset );
|
|
|
- this.max.add( offset );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( box ) {
|
|
|
-
|
|
|
- return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Box2().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Box3.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Box3 = function ( min, max ) {
|
|
|
-
|
|
|
- this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
|
|
|
- this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Box3.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Box3,
|
|
|
-
|
|
|
- set: function ( min, max ) {
|
|
|
-
|
|
|
- this.min.copy( min );
|
|
|
- this.max.copy( max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromPoints: function ( points ) {
|
|
|
-
|
|
|
- this.makeEmpty();
|
|
|
-
|
|
|
- for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
-
|
|
|
- this.expandByPoint( points[ i ] )
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromCenterAndSize: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( center, size ) {
|
|
|
-
|
|
|
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
|
-
|
|
|
- this.min.copy( center ).sub( halfSize );
|
|
|
- this.max.copy( center ).add( halfSize );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- setFromObject: function () {
|
|
|
-
|
|
|
- // Computes the world-axis-aligned bounding box of an object (including its children),
|
|
|
- // accounting for both the object's, and childrens', world transforms
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( object ) {
|
|
|
-
|
|
|
- var scope = this;
|
|
|
-
|
|
|
- object.updateMatrixWorld( true );
|
|
|
-
|
|
|
- this.makeEmpty();
|
|
|
-
|
|
|
- object.traverse( function ( node ) {
|
|
|
-
|
|
|
- var geometry = node.geometry;
|
|
|
-
|
|
|
- if ( geometry !== undefined ) {
|
|
|
-
|
|
|
- if ( geometry instanceof THREE.Geometry ) {
|
|
|
-
|
|
|
- var vertices = geometry.vertices;
|
|
|
-
|
|
|
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
-
|
|
|
- v1.copy( vertices[ i ] );
|
|
|
-
|
|
|
- v1.applyMatrix4( node.matrixWorld );
|
|
|
-
|
|
|
- scope.expandByPoint( v1 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
|
|
|
-
|
|
|
- var positions = geometry.attributes[ 'position' ].array;
|
|
|
-
|
|
|
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
|
|
|
-
|
|
|
- v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
|
|
-
|
|
|
- v1.applyMatrix4( node.matrixWorld );
|
|
|
-
|
|
|
- scope.expandByPoint( v1 );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- copy: function ( box ) {
|
|
|
-
|
|
|
- this.min.copy( box.min );
|
|
|
- this.max.copy( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeEmpty: function () {
|
|
|
-
|
|
|
- this.min.x = this.min.y = this.min.z = Infinity;
|
|
|
- this.max.x = this.max.y = this.max.z = - Infinity;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- empty: function () {
|
|
|
-
|
|
|
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
-
|
|
|
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- center: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- size: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.subVectors( this.max, this.min );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- expandByPoint: function ( point ) {
|
|
|
-
|
|
|
- this.min.min( point );
|
|
|
- this.max.max( point );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- expandByVector: function ( vector ) {
|
|
|
-
|
|
|
- this.min.sub( vector );
|
|
|
- this.max.add( vector );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- expandByScalar: function ( scalar ) {
|
|
|
-
|
|
|
- this.min.addScalar( - scalar );
|
|
|
- this.max.addScalar( scalar );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- containsPoint: function ( point ) {
|
|
|
-
|
|
|
- if ( point.x < this.min.x || point.x > this.max.x ||
|
|
|
- point.y < this.min.y || point.y > this.max.y ||
|
|
|
- point.z < this.min.z || point.z > this.max.z ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- containsBox: function ( box ) {
|
|
|
-
|
|
|
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
|
|
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
|
|
|
- ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getParameter: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- // This can potentially have a divide by zero if the box
|
|
|
- // has a size dimension of 0.
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- return result.set(
|
|
|
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
|
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
|
|
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
|
|
- );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- isIntersectionBox: function ( box ) {
|
|
|
-
|
|
|
- // using 6 splitting planes to rule out intersections.
|
|
|
-
|
|
|
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
|
- box.max.y < this.min.y || box.min.y > this.max.y ||
|
|
|
- box.max.z < this.min.z || box.min.z > this.max.z ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clampPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.copy( point ).clamp( this.min, this.max );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPoint: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( point ) {
|
|
|
-
|
|
|
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
|
- return clampedPoint.sub( point ).length();
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- getBoundingSphere: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Sphere();
|
|
|
-
|
|
|
- result.center = this.center();
|
|
|
- result.radius = this.size( v1 ).length() * 0.5;
|
|
|
-
|
|
|
- return result;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- intersect: function ( box ) {
|
|
|
-
|
|
|
- this.min.max( box.min );
|
|
|
- this.max.min( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- union: function ( box ) {
|
|
|
-
|
|
|
- this.min.min( box.min );
|
|
|
- this.max.max( box.max );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function () {
|
|
|
-
|
|
|
- var points = [
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3(),
|
|
|
- new THREE.Vector3()
|
|
|
- ];
|
|
|
-
|
|
|
- return function ( matrix ) {
|
|
|
-
|
|
|
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
|
|
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
|
|
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
|
|
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
|
|
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
|
|
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
|
|
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
|
|
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
|
|
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
|
|
-
|
|
|
- this.makeEmpty();
|
|
|
- this.setFromPoints( points );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- translate: function ( offset ) {
|
|
|
-
|
|
|
- this.min.add( offset );
|
|
|
- this.max.add( offset );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( box ) {
|
|
|
-
|
|
|
- return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Box3().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Matrix3.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Matrix3 = function () {
|
|
|
-
|
|
|
- this.elements = new Float32Array( [
|
|
|
-
|
|
|
- 1, 0, 0,
|
|
|
- 0, 1, 0,
|
|
|
- 0, 0, 1
|
|
|
-
|
|
|
- ] );
|
|
|
-
|
|
|
- if ( arguments.length > 0 ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Matrix3.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Matrix3,
|
|
|
-
|
|
|
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
|
|
|
- te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
|
|
|
- te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- identity: function () {
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- 1, 0, 0,
|
|
|
- 0, 1, 0,
|
|
|
- 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( m ) {
|
|
|
-
|
|
|
- var me = m.elements;
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- me[ 0 ], me[ 3 ], me[ 6 ],
|
|
|
- me[ 1 ], me[ 4 ], me[ 7 ],
|
|
|
- me[ 2 ], me[ 5 ], me[ 8 ]
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector3: function ( vector ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
|
|
- return vector.applyMatrix3( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector3Array: function ( a ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
|
- return this.applyToVector3Array( a );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyToVector3Array: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( array, offset, length ) {
|
|
|
-
|
|
|
- if ( offset === undefined ) offset = 0;
|
|
|
- if ( length === undefined ) length = array.length;
|
|
|
-
|
|
|
- for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
|
|
|
-
|
|
|
- v1.x = array[ j ];
|
|
|
- v1.y = array[ j + 1 ];
|
|
|
- v1.z = array[ j + 2 ];
|
|
|
-
|
|
|
- v1.applyMatrix3( this );
|
|
|
-
|
|
|
- array[ j ] = v1.x;
|
|
|
- array[ j + 1 ] = v1.y;
|
|
|
- array[ j + 2 ] = v1.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return array;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- multiplyScalar: function ( s ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
|
|
|
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
|
|
|
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- determinant: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
|
|
|
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
|
|
|
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
|
|
|
-
|
|
|
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getInverse: function ( matrix, throwOnInvertible ) {
|
|
|
-
|
|
|
- // input: THREE.Matrix4
|
|
|
- // ( based on http://code.google.com/p/webgl-mjs/ )
|
|
|
-
|
|
|
- var me = matrix.elements;
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
|
|
|
- te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
|
|
|
- te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
|
|
|
- te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
|
|
|
- te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
|
|
|
- te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
|
|
|
- te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
|
|
|
- te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
|
|
|
- te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
|
|
|
-
|
|
|
- var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
|
|
|
-
|
|
|
- // no inverse
|
|
|
-
|
|
|
- if ( det === 0 ) {
|
|
|
-
|
|
|
- var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
|
|
|
-
|
|
|
- if ( throwOnInvertible || false ) {
|
|
|
-
|
|
|
- throw new Error( msg );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- console.warn( msg );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.identity();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.multiplyScalar( 1.0 / det );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- transpose: function () {
|
|
|
-
|
|
|
- var tmp, m = this.elements;
|
|
|
-
|
|
|
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
|
|
|
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
|
|
|
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- flattenToArrayOffset: function ( array, offset ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- array[ offset ] = te[ 0 ];
|
|
|
- array[ offset + 1 ] = te[ 1 ];
|
|
|
- array[ offset + 2 ] = te[ 2 ];
|
|
|
-
|
|
|
- array[ offset + 3 ] = te[ 3 ];
|
|
|
- array[ offset + 4 ] = te[ 4 ];
|
|
|
- array[ offset + 5 ] = te[ 5 ];
|
|
|
-
|
|
|
- array[ offset + 6 ] = te[ 6 ];
|
|
|
- array[ offset + 7 ] = te[ 7 ];
|
|
|
- array[ offset + 8 ] = te[ 8 ];
|
|
|
-
|
|
|
- return array;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getNormalMatrix: function ( m ) {
|
|
|
-
|
|
|
- // input: THREE.Matrix4
|
|
|
-
|
|
|
- this.getInverse( m ).transpose();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- transposeIntoArray: function ( r ) {
|
|
|
-
|
|
|
- var m = this.elements;
|
|
|
-
|
|
|
- r[ 0 ] = m[ 0 ];
|
|
|
- r[ 1 ] = m[ 3 ];
|
|
|
- r[ 2 ] = m[ 6 ];
|
|
|
- r[ 3 ] = m[ 1 ];
|
|
|
- r[ 4 ] = m[ 4 ];
|
|
|
- r[ 5 ] = m[ 7 ];
|
|
|
- r[ 6 ] = m[ 2 ];
|
|
|
- r[ 7 ] = m[ 5 ];
|
|
|
- r[ 8 ] = m[ 8 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.elements.set( array );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- return [
|
|
|
- te[ 0 ], te[ 1 ], te[ 2 ],
|
|
|
- te[ 3 ], te[ 4 ], te[ 5 ],
|
|
|
- te[ 6 ], te[ 7 ], te[ 8 ]
|
|
|
- ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Matrix3().fromArray( this.elements );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Matrix4.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
- * @author philogb / http://blog.thejit.org/
|
|
|
- * @author jordi_ros / http://plattsoft.com
|
|
|
- * @author D1plo1d / http://github.com/D1plo1d
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author mikael emtinger / http://gomo.se/
|
|
|
- * @author timknip / http://www.floorplanner.com/
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- * @author WestLangley / http://github.com/WestLangley
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Matrix4 = function () {
|
|
|
-
|
|
|
- this.elements = new Float32Array( [
|
|
|
-
|
|
|
- 1, 0, 0, 0,
|
|
|
- 0, 1, 0, 0,
|
|
|
- 0, 0, 1, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- ] );
|
|
|
-
|
|
|
- if ( arguments.length > 0 ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Matrix4.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Matrix4,
|
|
|
-
|
|
|
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
|
|
|
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
|
|
|
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
|
|
|
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- identity: function () {
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- 1, 0, 0, 0,
|
|
|
- 0, 1, 0, 0,
|
|
|
- 0, 0, 1, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( m ) {
|
|
|
-
|
|
|
- this.elements.set( m.elements );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- extractPosition: function ( m ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
|
|
|
- return this.copyPosition( m );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copyPosition: function ( m ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var me = m.elements;
|
|
|
-
|
|
|
- te[ 12 ] = me[ 12 ];
|
|
|
- te[ 13 ] = me[ 13 ];
|
|
|
- te[ 14 ] = me[ 14 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- extractRotation: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( m ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var me = m.elements;
|
|
|
-
|
|
|
- var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
|
|
|
- var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
|
|
|
- var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
|
|
|
-
|
|
|
- te[ 0 ] = me[ 0 ] * scaleX;
|
|
|
- te[ 1 ] = me[ 1 ] * scaleX;
|
|
|
- te[ 2 ] = me[ 2 ] * scaleX;
|
|
|
-
|
|
|
- te[ 4 ] = me[ 4 ] * scaleY;
|
|
|
- te[ 5 ] = me[ 5 ] * scaleY;
|
|
|
- te[ 6 ] = me[ 6 ] * scaleY;
|
|
|
-
|
|
|
- te[ 8 ] = me[ 8 ] * scaleZ;
|
|
|
- te[ 9 ] = me[ 9 ] * scaleZ;
|
|
|
- te[ 10 ] = me[ 10 ] * scaleZ;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- makeRotationFromEuler: function ( euler ) {
|
|
|
-
|
|
|
- if ( euler instanceof THREE.Euler === false ) {
|
|
|
-
|
|
|
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var x = euler.x, y = euler.y, z = euler.z;
|
|
|
- var a = Math.cos( x ), b = Math.sin( x );
|
|
|
- var c = Math.cos( y ), d = Math.sin( y );
|
|
|
- var e = Math.cos( z ), f = Math.sin( z );
|
|
|
-
|
|
|
- if ( euler.order === 'XYZ' ) {
|
|
|
-
|
|
|
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
-
|
|
|
- te[ 0 ] = c * e;
|
|
|
- te[ 4 ] = - c * f;
|
|
|
- te[ 8 ] = d;
|
|
|
-
|
|
|
- te[ 1 ] = af + be * d;
|
|
|
- te[ 5 ] = ae - bf * d;
|
|
|
- te[ 9 ] = - b * c;
|
|
|
-
|
|
|
- te[ 2 ] = bf - ae * d;
|
|
|
- te[ 6 ] = be + af * d;
|
|
|
- te[ 10 ] = a * c;
|
|
|
-
|
|
|
- } else if ( euler.order === 'YXZ' ) {
|
|
|
-
|
|
|
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
-
|
|
|
- te[ 0 ] = ce + df * b;
|
|
|
- te[ 4 ] = de * b - cf;
|
|
|
- te[ 8 ] = a * d;
|
|
|
-
|
|
|
- te[ 1 ] = a * f;
|
|
|
- te[ 5 ] = a * e;
|
|
|
- te[ 9 ] = - b;
|
|
|
-
|
|
|
- te[ 2 ] = cf * b - de;
|
|
|
- te[ 6 ] = df + ce * b;
|
|
|
- te[ 10 ] = a * c;
|
|
|
-
|
|
|
- } else if ( euler.order === 'ZXY' ) {
|
|
|
-
|
|
|
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
-
|
|
|
- te[ 0 ] = ce - df * b;
|
|
|
- te[ 4 ] = - a * f;
|
|
|
- te[ 8 ] = de + cf * b;
|
|
|
-
|
|
|
- te[ 1 ] = cf + de * b;
|
|
|
- te[ 5 ] = a * e;
|
|
|
- te[ 9 ] = df - ce * b;
|
|
|
-
|
|
|
- te[ 2 ] = - a * d;
|
|
|
- te[ 6 ] = b;
|
|
|
- te[ 10 ] = a * c;
|
|
|
-
|
|
|
- } else if ( euler.order === 'ZYX' ) {
|
|
|
-
|
|
|
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
-
|
|
|
- te[ 0 ] = c * e;
|
|
|
- te[ 4 ] = be * d - af;
|
|
|
- te[ 8 ] = ae * d + bf;
|
|
|
-
|
|
|
- te[ 1 ] = c * f;
|
|
|
- te[ 5 ] = bf * d + ae;
|
|
|
- te[ 9 ] = af * d - be;
|
|
|
-
|
|
|
- te[ 2 ] = - d;
|
|
|
- te[ 6 ] = b * c;
|
|
|
- te[ 10 ] = a * c;
|
|
|
-
|
|
|
- } else if ( euler.order === 'YZX' ) {
|
|
|
-
|
|
|
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
-
|
|
|
- te[ 0 ] = c * e;
|
|
|
- te[ 4 ] = bd - ac * f;
|
|
|
- te[ 8 ] = bc * f + ad;
|
|
|
-
|
|
|
- te[ 1 ] = f;
|
|
|
- te[ 5 ] = a * e;
|
|
|
- te[ 9 ] = - b * e;
|
|
|
-
|
|
|
- te[ 2 ] = - d * e;
|
|
|
- te[ 6 ] = ad * f + bc;
|
|
|
- te[ 10 ] = ac - bd * f;
|
|
|
-
|
|
|
- } else if ( euler.order === 'XZY' ) {
|
|
|
-
|
|
|
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
-
|
|
|
- te[ 0 ] = c * e;
|
|
|
- te[ 4 ] = - f;
|
|
|
- te[ 8 ] = d * e;
|
|
|
-
|
|
|
- te[ 1 ] = ac * f + bd;
|
|
|
- te[ 5 ] = a * e;
|
|
|
- te[ 9 ] = ad * f - bc;
|
|
|
-
|
|
|
- te[ 2 ] = bc * f - ad;
|
|
|
- te[ 6 ] = b * e;
|
|
|
- te[ 10 ] = bd * f + ac;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // last column
|
|
|
- te[ 3 ] = 0;
|
|
|
- te[ 7 ] = 0;
|
|
|
- te[ 11 ] = 0;
|
|
|
-
|
|
|
- // bottom row
|
|
|
- te[ 12 ] = 0;
|
|
|
- te[ 13 ] = 0;
|
|
|
- te[ 14 ] = 0;
|
|
|
- te[ 15 ] = 1;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setRotationFromQuaternion: function ( q ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
|
|
|
-
|
|
|
- return this.makeRotationFromQuaternion( q );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeRotationFromQuaternion: function ( q ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var x = q.x, y = q.y, z = q.z, w = q.w;
|
|
|
- var x2 = x + x, y2 = y + y, z2 = z + z;
|
|
|
- var xx = x * x2, xy = x * y2, xz = x * z2;
|
|
|
- var yy = y * y2, yz = y * z2, zz = z * z2;
|
|
|
- var wx = w * x2, wy = w * y2, wz = w * z2;
|
|
|
-
|
|
|
- te[ 0 ] = 1 - ( yy + zz );
|
|
|
- te[ 4 ] = xy - wz;
|
|
|
- te[ 8 ] = xz + wy;
|
|
|
-
|
|
|
- te[ 1 ] = xy + wz;
|
|
|
- te[ 5 ] = 1 - ( xx + zz );
|
|
|
- te[ 9 ] = yz - wx;
|
|
|
-
|
|
|
- te[ 2 ] = xz - wy;
|
|
|
- te[ 6 ] = yz + wx;
|
|
|
- te[ 10 ] = 1 - ( xx + yy );
|
|
|
-
|
|
|
- // last column
|
|
|
- te[ 3 ] = 0;
|
|
|
- te[ 7 ] = 0;
|
|
|
- te[ 11 ] = 0;
|
|
|
-
|
|
|
- // bottom row
|
|
|
- te[ 12 ] = 0;
|
|
|
- te[ 13 ] = 0;
|
|
|
- te[ 14 ] = 0;
|
|
|
- te[ 15 ] = 1;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- lookAt: function () {
|
|
|
-
|
|
|
- var x = new THREE.Vector3();
|
|
|
- var y = new THREE.Vector3();
|
|
|
- var z = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( eye, target, up ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- z.subVectors( eye, target ).normalize();
|
|
|
-
|
|
|
- if ( z.length() === 0 ) {
|
|
|
-
|
|
|
- z.z = 1;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- x.crossVectors( up, z ).normalize();
|
|
|
-
|
|
|
- if ( x.length() === 0 ) {
|
|
|
-
|
|
|
- z.x += 0.0001;
|
|
|
- x.crossVectors( up, z ).normalize();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- y.crossVectors( z, x );
|
|
|
-
|
|
|
-
|
|
|
- te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
|
|
|
- te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
|
|
|
- te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- multiply: function ( m, n ) {
|
|
|
-
|
|
|
- if ( n !== undefined ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
|
|
- return this.multiplyMatrices( m, n );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this.multiplyMatrices( this, m );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyMatrices: function ( a, b ) {
|
|
|
-
|
|
|
- var ae = a.elements;
|
|
|
- var be = b.elements;
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
|
|
|
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
|
|
|
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
|
|
|
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
|
|
|
-
|
|
|
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
|
|
|
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
|
|
|
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
|
|
|
- var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
|
|
|
-
|
|
|
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
|
|
|
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
|
|
|
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
|
|
|
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
|
|
|
-
|
|
|
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
|
|
|
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
|
|
|
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
|
|
|
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
|
|
|
-
|
|
|
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
|
|
|
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
|
|
|
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
|
|
|
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
|
|
|
-
|
|
|
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
|
|
|
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
|
|
|
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
|
|
|
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyToArray: function ( a, b, r ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- this.multiplyMatrices( a, b );
|
|
|
-
|
|
|
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
|
|
|
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
|
|
|
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
|
|
|
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyScalar: function ( s ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
|
|
|
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
|
|
|
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
|
|
|
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector3: function ( vector ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
|
|
|
- return vector.applyProjection( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector4: function ( vector ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
|
- return vector.applyMatrix4( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- multiplyVector3Array: function ( a ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
|
- return this.applyToVector3Array( a );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyToVector3Array: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( array, offset, length ) {
|
|
|
-
|
|
|
- if ( offset === undefined ) offset = 0;
|
|
|
- if ( length === undefined ) length = array.length;
|
|
|
-
|
|
|
- for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
|
|
|
-
|
|
|
- v1.x = array[ j ];
|
|
|
- v1.y = array[ j + 1 ];
|
|
|
- v1.z = array[ j + 2 ];
|
|
|
-
|
|
|
- v1.applyMatrix4( this );
|
|
|
-
|
|
|
- array[ j ] = v1.x;
|
|
|
- array[ j + 1 ] = v1.y;
|
|
|
- array[ j + 2 ] = v1.z;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return array;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- rotateAxis: function ( v ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
|
|
-
|
|
|
- v.transformDirection( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- crossVector: function ( vector ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
|
- return vector.applyMatrix4( this );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- determinant: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
|
|
|
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
|
|
|
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
|
|
|
- var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
|
|
|
-
|
|
|
- //TODO: make this more efficient
|
|
|
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
|
|
-
|
|
|
- return (
|
|
|
- n41 * (
|
|
|
- + n14 * n23 * n32
|
|
|
- - n13 * n24 * n32
|
|
|
- - n14 * n22 * n33
|
|
|
- + n12 * n24 * n33
|
|
|
- + n13 * n22 * n34
|
|
|
- - n12 * n23 * n34
|
|
|
- ) +
|
|
|
- n42 * (
|
|
|
- + n11 * n23 * n34
|
|
|
- - n11 * n24 * n33
|
|
|
- + n14 * n21 * n33
|
|
|
- - n13 * n21 * n34
|
|
|
- + n13 * n24 * n31
|
|
|
- - n14 * n23 * n31
|
|
|
- ) +
|
|
|
- n43 * (
|
|
|
- + n11 * n24 * n32
|
|
|
- - n11 * n22 * n34
|
|
|
- - n14 * n21 * n32
|
|
|
- + n12 * n21 * n34
|
|
|
- + n14 * n22 * n31
|
|
|
- - n12 * n24 * n31
|
|
|
- ) +
|
|
|
- n44 * (
|
|
|
- - n13 * n22 * n31
|
|
|
- - n11 * n23 * n32
|
|
|
- + n11 * n22 * n33
|
|
|
- + n13 * n21 * n32
|
|
|
- - n12 * n21 * n33
|
|
|
- + n12 * n23 * n31
|
|
|
- )
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- transpose: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var tmp;
|
|
|
-
|
|
|
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
|
|
|
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
|
|
|
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
|
|
|
-
|
|
|
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
|
|
|
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
|
|
|
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- flattenToArrayOffset: function ( array, offset ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- array[ offset ] = te[ 0 ];
|
|
|
- array[ offset + 1 ] = te[ 1 ];
|
|
|
- array[ offset + 2 ] = te[ 2 ];
|
|
|
- array[ offset + 3 ] = te[ 3 ];
|
|
|
-
|
|
|
- array[ offset + 4 ] = te[ 4 ];
|
|
|
- array[ offset + 5 ] = te[ 5 ];
|
|
|
- array[ offset + 6 ] = te[ 6 ];
|
|
|
- array[ offset + 7 ] = te[ 7 ];
|
|
|
-
|
|
|
- array[ offset + 8 ] = te[ 8 ];
|
|
|
- array[ offset + 9 ] = te[ 9 ];
|
|
|
- array[ offset + 10 ] = te[ 10 ];
|
|
|
- array[ offset + 11 ] = te[ 11 ];
|
|
|
-
|
|
|
- array[ offset + 12 ] = te[ 12 ];
|
|
|
- array[ offset + 13 ] = te[ 13 ];
|
|
|
- array[ offset + 14 ] = te[ 14 ];
|
|
|
- array[ offset + 15 ] = te[ 15 ];
|
|
|
-
|
|
|
- return array;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getPosition: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function () {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- setPosition: function ( v ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- te[ 12 ] = v.x;
|
|
|
- te[ 13 ] = v.y;
|
|
|
- te[ 14 ] = v.z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getInverse: function ( m, throwOnInvertible ) {
|
|
|
-
|
|
|
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
|
|
- var te = this.elements;
|
|
|
- var me = m.elements;
|
|
|
-
|
|
|
- var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
|
|
|
- var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
|
|
|
- var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
|
|
|
- var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
|
|
|
-
|
|
|
- te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
|
|
|
- te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
|
|
|
- te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
|
|
|
- te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
|
|
|
- te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
|
|
|
- te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
|
|
|
- te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
|
|
|
- te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
|
|
|
- te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
|
|
|
- te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
|
|
|
- te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
|
|
|
- te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
|
|
|
- te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
|
|
|
- te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
|
|
|
- te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
|
|
|
- te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
|
|
|
-
|
|
|
- var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
|
|
|
-
|
|
|
- if ( det == 0 ) {
|
|
|
-
|
|
|
- var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
|
|
|
-
|
|
|
- if ( throwOnInvertible || false ) {
|
|
|
-
|
|
|
- throw new Error( msg );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- console.warn( msg );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.identity();
|
|
|
-
|
|
|
- return this;
|
|
|
- }
|
|
|
-
|
|
|
- this.multiplyScalar( 1 / det );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- translate: function ( v ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .translate() has been removed.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- rotateX: function ( angle ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- rotateY: function ( angle ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- rotateZ: function ( angle ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- rotateByAxis: function ( axis, angle ) {
|
|
|
-
|
|
|
- console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- scale: function ( v ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var x = v.x, y = v.y, z = v.z;
|
|
|
-
|
|
|
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
|
|
|
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
|
|
|
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
|
|
|
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getMaxScaleOnAxis: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
|
|
|
- var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
|
|
|
- var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
|
|
|
-
|
|
|
- return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeTranslation: function ( x, y, z ) {
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- 1, 0, 0, x,
|
|
|
- 0, 1, 0, y,
|
|
|
- 0, 0, 1, z,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeRotationX: function ( theta ) {
|
|
|
-
|
|
|
- var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- 1, 0, 0, 0,
|
|
|
- 0, c, - s, 0,
|
|
|
- 0, s, c, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeRotationY: function ( theta ) {
|
|
|
-
|
|
|
- var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- c, 0, s, 0,
|
|
|
- 0, 1, 0, 0,
|
|
|
- - s, 0, c, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeRotationZ: function ( theta ) {
|
|
|
-
|
|
|
- var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- c, - s, 0, 0,
|
|
|
- s, c, 0, 0,
|
|
|
- 0, 0, 1, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeRotationAxis: function ( axis, angle ) {
|
|
|
-
|
|
|
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
-
|
|
|
- var c = Math.cos( angle );
|
|
|
- var s = Math.sin( angle );
|
|
|
- var t = 1 - c;
|
|
|
- var x = axis.x, y = axis.y, z = axis.z;
|
|
|
- var tx = t * x, ty = t * y;
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
|
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
|
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeScale: function ( x, y, z ) {
|
|
|
-
|
|
|
- this.set(
|
|
|
-
|
|
|
- x, 0, 0, 0,
|
|
|
- 0, y, 0, 0,
|
|
|
- 0, 0, z, 0,
|
|
|
- 0, 0, 0, 1
|
|
|
-
|
|
|
- );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- compose: function ( position, quaternion, scale ) {
|
|
|
-
|
|
|
- this.makeRotationFromQuaternion( quaternion );
|
|
|
- this.scale( scale );
|
|
|
- this.setPosition( position );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- decompose: function () {
|
|
|
-
|
|
|
- var vector = new THREE.Vector3();
|
|
|
- var matrix = new THREE.Matrix4();
|
|
|
-
|
|
|
- return function ( position, quaternion, scale ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
|
|
|
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
|
|
|
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
|
|
|
-
|
|
|
- // if determine is negative, we need to invert one scale
|
|
|
- var det = this.determinant();
|
|
|
- if ( det < 0 ) {
|
|
|
- sx = - sx;
|
|
|
- }
|
|
|
-
|
|
|
- position.x = te[ 12 ];
|
|
|
- position.y = te[ 13 ];
|
|
|
- position.z = te[ 14 ];
|
|
|
-
|
|
|
- // scale the rotation part
|
|
|
-
|
|
|
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
|
|
|
-
|
|
|
- var invSX = 1 / sx;
|
|
|
- var invSY = 1 / sy;
|
|
|
- var invSZ = 1 / sz;
|
|
|
-
|
|
|
- matrix.elements[ 0 ] *= invSX;
|
|
|
- matrix.elements[ 1 ] *= invSX;
|
|
|
- matrix.elements[ 2 ] *= invSX;
|
|
|
-
|
|
|
- matrix.elements[ 4 ] *= invSY;
|
|
|
- matrix.elements[ 5 ] *= invSY;
|
|
|
- matrix.elements[ 6 ] *= invSY;
|
|
|
-
|
|
|
- matrix.elements[ 8 ] *= invSZ;
|
|
|
- matrix.elements[ 9 ] *= invSZ;
|
|
|
- matrix.elements[ 10 ] *= invSZ;
|
|
|
-
|
|
|
- quaternion.setFromRotationMatrix( matrix );
|
|
|
-
|
|
|
- scale.x = sx;
|
|
|
- scale.y = sy;
|
|
|
- scale.z = sz;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- makeFrustum: function ( left, right, bottom, top, near, far ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var x = 2 * near / ( right - left );
|
|
|
- var y = 2 * near / ( top - bottom );
|
|
|
-
|
|
|
- var a = ( right + left ) / ( right - left );
|
|
|
- var b = ( top + bottom ) / ( top - bottom );
|
|
|
- var c = - ( far + near ) / ( far - near );
|
|
|
- var d = - 2 * far * near / ( far - near );
|
|
|
-
|
|
|
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
|
|
|
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
|
|
|
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
|
|
|
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makePerspective: function ( fov, aspect, near, far ) {
|
|
|
-
|
|
|
- var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
|
|
|
- var ymin = - ymax;
|
|
|
- var xmin = ymin * aspect;
|
|
|
- var xmax = ymax * aspect;
|
|
|
-
|
|
|
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
- var w = right - left;
|
|
|
- var h = top - bottom;
|
|
|
- var p = far - near;
|
|
|
-
|
|
|
- var x = ( right + left ) / w;
|
|
|
- var y = ( top + bottom ) / h;
|
|
|
- var z = ( far + near ) / p;
|
|
|
-
|
|
|
- te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
|
|
|
- te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
|
|
|
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
|
|
|
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- fromArray: function ( array ) {
|
|
|
-
|
|
|
- this.elements.set( array );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- toArray: function () {
|
|
|
-
|
|
|
- var te = this.elements;
|
|
|
-
|
|
|
- return [
|
|
|
- te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
|
|
|
- te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
|
|
|
- te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
|
|
|
- te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
|
|
|
- ];
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Matrix4().fromArray( this.elements );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Ray.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Ray = function ( origin, direction ) {
|
|
|
-
|
|
|
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
|
|
|
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Ray.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Ray,
|
|
|
-
|
|
|
- set: function ( origin, direction ) {
|
|
|
-
|
|
|
- this.origin.copy( origin );
|
|
|
- this.direction.copy( direction );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( ray ) {
|
|
|
-
|
|
|
- this.origin.copy( ray.origin );
|
|
|
- this.direction.copy( ray.direction );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- at: function ( t, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- recast: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( t ) {
|
|
|
-
|
|
|
- this.origin.copy( this.at( t, v1 ) );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- closestPointToPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- result.subVectors( point, this.origin );
|
|
|
- var directionDistance = result.dot( this.direction );
|
|
|
-
|
|
|
- if ( directionDistance < 0 ) {
|
|
|
-
|
|
|
- return result.copy( this.origin );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPoint: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( point ) {
|
|
|
-
|
|
|
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
|
|
|
-
|
|
|
- // point behind the ray
|
|
|
-
|
|
|
- if ( directionDistance < 0 ) {
|
|
|
-
|
|
|
- return this.origin.distanceTo( point );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
-
|
|
|
- return v1.distanceTo( point );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
|
|
|
-
|
|
|
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
|
|
|
- // It returns the min distance between the ray and the segment
|
|
|
- // defined by v0 and v1
|
|
|
- // It can also set two optional targets :
|
|
|
- // - The closest point on the ray
|
|
|
- // - The closest point on the segment
|
|
|
-
|
|
|
- var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
|
|
|
- var segDir = v1.clone().sub( v0 ).normalize();
|
|
|
- var segExtent = v0.distanceTo( v1 ) * 0.5;
|
|
|
- var diff = this.origin.clone().sub( segCenter );
|
|
|
- var a01 = - this.direction.dot( segDir );
|
|
|
- var b0 = diff.dot( this.direction );
|
|
|
- var b1 = - diff.dot( segDir );
|
|
|
- var c = diff.lengthSq();
|
|
|
- var det = Math.abs( 1 - a01 * a01 );
|
|
|
- var s0, s1, sqrDist, extDet;
|
|
|
-
|
|
|
- if ( det >= 0 ) {
|
|
|
-
|
|
|
- // The ray and segment are not parallel.
|
|
|
-
|
|
|
- s0 = a01 * b1 - b0;
|
|
|
- s1 = a01 * b0 - b1;
|
|
|
- extDet = segExtent * det;
|
|
|
-
|
|
|
- if ( s0 >= 0 ) {
|
|
|
-
|
|
|
- if ( s1 >= - extDet ) {
|
|
|
-
|
|
|
- if ( s1 <= extDet ) {
|
|
|
-
|
|
|
- // region 0
|
|
|
- // Minimum at interior points of ray and segment.
|
|
|
-
|
|
|
- var invDet = 1 / det;
|
|
|
- s0 *= invDet;
|
|
|
- s1 *= invDet;
|
|
|
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- // region 1
|
|
|
-
|
|
|
- s1 = segExtent;
|
|
|
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
|
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- // region 5
|
|
|
-
|
|
|
- s1 = - segExtent;
|
|
|
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
|
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- if ( s1 <= - extDet ) {
|
|
|
-
|
|
|
- // region 4
|
|
|
-
|
|
|
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
|
|
|
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
|
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- } else if ( s1 <= extDet ) {
|
|
|
-
|
|
|
- // region 3
|
|
|
-
|
|
|
- s0 = 0;
|
|
|
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
|
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- // region 2
|
|
|
-
|
|
|
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
|
|
|
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
|
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- // Ray and segment are parallel.
|
|
|
-
|
|
|
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
|
|
|
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
|
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( optionalPointOnRay ) {
|
|
|
-
|
|
|
- optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( optionalPointOnSegment ) {
|
|
|
-
|
|
|
- optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return sqrDist;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- isIntersectionSphere: function ( sphere ) {
|
|
|
-
|
|
|
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectSphere: function () {
|
|
|
-
|
|
|
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( sphere, optionalTarget ) {
|
|
|
-
|
|
|
- v1.subVectors( sphere.center, this.origin );
|
|
|
-
|
|
|
- var tca = v1.dot( this.direction );
|
|
|
-
|
|
|
- var d2 = v1.dot( v1 ) - tca * tca;
|
|
|
-
|
|
|
- var radius2 = sphere.radius * sphere.radius;
|
|
|
-
|
|
|
- if ( d2 > radius2 ) return null;
|
|
|
-
|
|
|
- var thc = Math.sqrt( radius2 - d2 );
|
|
|
-
|
|
|
- // t0 = first intersect point - entrance on front of sphere
|
|
|
- var t0 = tca - thc;
|
|
|
-
|
|
|
- // t1 = second intersect point - exit point on back of sphere
|
|
|
- var t1 = tca + thc;
|
|
|
-
|
|
|
- // test to see if both t0 and t1 are behind the ray - if so, return null
|
|
|
- if ( t0 < 0 && t1 < 0 ) return null;
|
|
|
-
|
|
|
- // test to see if t0 is behind the ray:
|
|
|
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
|
|
|
- // in order to always return an intersect point that is in front of the ray.
|
|
|
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
|
|
|
-
|
|
|
- // else t0 is in front of the ray, so return the first collision point scaled by t0
|
|
|
- return this.at( t0, optionalTarget );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- isIntersectionPlane: function ( plane ) {
|
|
|
-
|
|
|
- // check if the ray lies on the plane first
|
|
|
-
|
|
|
- var distToPoint = plane.distanceToPoint( this.origin );
|
|
|
-
|
|
|
- if ( distToPoint === 0 ) {
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var denominator = plane.normal.dot( this.direction );
|
|
|
-
|
|
|
- if ( denominator * distToPoint < 0 ) {
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // ray origin is behind the plane (and is pointing behind it)
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPlane: function ( plane ) {
|
|
|
-
|
|
|
- var denominator = plane.normal.dot( this.direction );
|
|
|
- if ( denominator == 0 ) {
|
|
|
-
|
|
|
- // line is coplanar, return origin
|
|
|
- if ( plane.distanceToPoint( this.origin ) == 0 ) {
|
|
|
-
|
|
|
- return 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Null is preferable to undefined since undefined means.... it is undefined
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
|
|
-
|
|
|
- // Return if the ray never intersects the plane
|
|
|
-
|
|
|
- return t >= 0 ? t : null;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectPlane: function ( plane, optionalTarget ) {
|
|
|
-
|
|
|
- var t = this.distanceToPlane( plane );
|
|
|
-
|
|
|
- if ( t === null ) {
|
|
|
-
|
|
|
- return null;
|
|
|
- }
|
|
|
-
|
|
|
- return this.at( t, optionalTarget );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- isIntersectionBox: function () {
|
|
|
-
|
|
|
- var v = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( box ) {
|
|
|
-
|
|
|
- return this.intersectBox( box, v ) !== null;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- intersectBox: function ( box , optionalTarget ) {
|
|
|
-
|
|
|
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
|
|
|
-
|
|
|
- var tmin,tmax,tymin,tymax,tzmin,tzmax;
|
|
|
-
|
|
|
- var invdirx = 1 / this.direction.x,
|
|
|
- invdiry = 1 / this.direction.y,
|
|
|
- invdirz = 1 / this.direction.z;
|
|
|
-
|
|
|
- var origin = this.origin;
|
|
|
-
|
|
|
- if ( invdirx >= 0 ) {
|
|
|
-
|
|
|
- tmin = ( box.min.x - origin.x ) * invdirx;
|
|
|
- tmax = ( box.max.x - origin.x ) * invdirx;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- tmin = ( box.max.x - origin.x ) * invdirx;
|
|
|
- tmax = ( box.min.x - origin.x ) * invdirx;
|
|
|
- }
|
|
|
-
|
|
|
- if ( invdiry >= 0 ) {
|
|
|
-
|
|
|
- tymin = ( box.min.y - origin.y ) * invdiry;
|
|
|
- tymax = ( box.max.y - origin.y ) * invdiry;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- tymin = ( box.max.y - origin.y ) * invdiry;
|
|
|
- tymax = ( box.min.y - origin.y ) * invdiry;
|
|
|
- }
|
|
|
-
|
|
|
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
|
|
|
-
|
|
|
- // These lines also handle the case where tmin or tmax is NaN
|
|
|
- // (result of 0 * Infinity). x !== x returns true if x is NaN
|
|
|
-
|
|
|
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
|
|
|
-
|
|
|
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
|
|
|
-
|
|
|
- if ( invdirz >= 0 ) {
|
|
|
-
|
|
|
- tzmin = ( box.min.z - origin.z ) * invdirz;
|
|
|
- tzmax = ( box.max.z - origin.z ) * invdirz;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- tzmin = ( box.max.z - origin.z ) * invdirz;
|
|
|
- tzmax = ( box.min.z - origin.z ) * invdirz;
|
|
|
- }
|
|
|
-
|
|
|
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
|
|
|
-
|
|
|
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
|
|
|
-
|
|
|
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
|
|
|
-
|
|
|
- //return point closest to the ray (positive side)
|
|
|
-
|
|
|
- if ( tmax < 0 ) return null;
|
|
|
-
|
|
|
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectTriangle: function () {
|
|
|
-
|
|
|
- // Compute the offset origin, edges, and normal.
|
|
|
- var diff = new THREE.Vector3();
|
|
|
- var edge1 = new THREE.Vector3();
|
|
|
- var edge2 = new THREE.Vector3();
|
|
|
- var normal = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
|
|
|
-
|
|
|
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
|
|
|
-
|
|
|
- edge1.subVectors( b, a );
|
|
|
- edge2.subVectors( c, a );
|
|
|
- normal.crossVectors( edge1, edge2 );
|
|
|
-
|
|
|
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
|
|
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
|
|
|
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
|
|
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
|
|
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
|
|
- var DdN = this.direction.dot( normal );
|
|
|
- var sign;
|
|
|
-
|
|
|
- if ( DdN > 0 ) {
|
|
|
-
|
|
|
- if ( backfaceCulling ) return null;
|
|
|
- sign = 1;
|
|
|
-
|
|
|
- } else if ( DdN < 0 ) {
|
|
|
-
|
|
|
- sign = - 1;
|
|
|
- DdN = - DdN;
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- diff.subVectors( this.origin, a );
|
|
|
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
|
|
|
-
|
|
|
- // b1 < 0, no intersection
|
|
|
- if ( DdQxE2 < 0 ) {
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
|
|
|
-
|
|
|
- // b2 < 0, no intersection
|
|
|
- if ( DdE1xQ < 0 ) {
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // b1+b2 > 1, no intersection
|
|
|
- if ( DdQxE2 + DdE1xQ > DdN ) {
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Line intersects triangle, check if ray does.
|
|
|
- var QdN = - sign * diff.dot( normal );
|
|
|
-
|
|
|
- // t < 0, no intersection
|
|
|
- if ( QdN < 0 ) {
|
|
|
-
|
|
|
- return null;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Ray intersects triangle.
|
|
|
- return this.at( QdN / DdN, optionalTarget );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- applyMatrix4: function ( matrix4 ) {
|
|
|
-
|
|
|
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
|
|
|
- this.origin.applyMatrix4( matrix4 );
|
|
|
- this.direction.sub( this.origin );
|
|
|
- this.direction.normalize();
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( ray ) {
|
|
|
-
|
|
|
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Ray().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Sphere.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Sphere = function ( center, radius ) {
|
|
|
-
|
|
|
- this.center = ( center !== undefined ) ? center : new THREE.Vector3();
|
|
|
- this.radius = ( radius !== undefined ) ? radius : 0;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Sphere.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Sphere,
|
|
|
-
|
|
|
- set: function ( center, radius ) {
|
|
|
-
|
|
|
- this.center.copy( center );
|
|
|
- this.radius = radius;
|
|
|
-
|
|
|
- return this;
|
|
|
- },
|
|
|
-
|
|
|
- setFromPoints: function () {
|
|
|
-
|
|
|
- var box = new THREE.Box3();
|
|
|
-
|
|
|
- return function ( points, optionalCenter ) {
|
|
|
-
|
|
|
- var center = this.center;
|
|
|
-
|
|
|
- if ( optionalCenter !== undefined ) {
|
|
|
-
|
|
|
- center.copy( optionalCenter );
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- box.setFromPoints( points ).center( center );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var maxRadiusSq = 0;
|
|
|
-
|
|
|
- for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
-
|
|
|
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.radius = Math.sqrt( maxRadiusSq );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- copy: function ( sphere ) {
|
|
|
-
|
|
|
- this.center.copy( sphere.center );
|
|
|
- this.radius = sphere.radius;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- empty: function () {
|
|
|
-
|
|
|
- return ( this.radius <= 0 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- containsPoint: function ( point ) {
|
|
|
-
|
|
|
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPoint: function ( point ) {
|
|
|
-
|
|
|
- return ( point.distanceTo( this.center ) - this.radius );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectsSphere: function ( sphere ) {
|
|
|
-
|
|
|
- var radiusSum = this.radius + sphere.radius;
|
|
|
-
|
|
|
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clampPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- var deltaLengthSq = this.center.distanceToSquared( point );
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- result.copy( point );
|
|
|
-
|
|
|
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
|
|
-
|
|
|
- result.sub( this.center ).normalize();
|
|
|
- result.multiplyScalar( this.radius ).add( this.center );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return result;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- getBoundingBox: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var box = optionalTarget || new THREE.Box3();
|
|
|
-
|
|
|
- box.set( this.center, this.center );
|
|
|
- box.expandByScalar( this.radius );
|
|
|
-
|
|
|
- return box;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function ( matrix ) {
|
|
|
-
|
|
|
- this.center.applyMatrix4( matrix );
|
|
|
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- translate: function ( offset ) {
|
|
|
-
|
|
|
- this.center.add( offset );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( sphere ) {
|
|
|
-
|
|
|
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Sphere().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Frustum.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
-
|
|
|
- this.planes = [
|
|
|
-
|
|
|
- ( p0 !== undefined ) ? p0 : new THREE.Plane(),
|
|
|
- ( p1 !== undefined ) ? p1 : new THREE.Plane(),
|
|
|
- ( p2 !== undefined ) ? p2 : new THREE.Plane(),
|
|
|
- ( p3 !== undefined ) ? p3 : new THREE.Plane(),
|
|
|
- ( p4 !== undefined ) ? p4 : new THREE.Plane(),
|
|
|
- ( p5 !== undefined ) ? p5 : new THREE.Plane()
|
|
|
-
|
|
|
- ];
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Frustum.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Frustum,
|
|
|
-
|
|
|
- set: function ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
-
|
|
|
- planes[ 0 ].copy( p0 );
|
|
|
- planes[ 1 ].copy( p1 );
|
|
|
- planes[ 2 ].copy( p2 );
|
|
|
- planes[ 3 ].copy( p3 );
|
|
|
- planes[ 4 ].copy( p4 );
|
|
|
- planes[ 5 ].copy( p5 );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( frustum ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
-
|
|
|
- for ( var i = 0; i < 6; i ++ ) {
|
|
|
-
|
|
|
- planes[ i ].copy( frustum.planes[ i ] );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromMatrix: function ( m ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
- var me = m.elements;
|
|
|
- var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
|
|
|
- var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
|
|
|
- var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
|
|
|
- var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
|
|
|
-
|
|
|
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
|
|
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
|
|
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
|
|
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
|
|
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
|
|
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectsObject: function () {
|
|
|
-
|
|
|
- var sphere = new THREE.Sphere();
|
|
|
-
|
|
|
- return function ( object ) {
|
|
|
-
|
|
|
- var geometry = object.geometry;
|
|
|
-
|
|
|
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
|
|
-
|
|
|
- sphere.copy( geometry.boundingSphere );
|
|
|
- sphere.applyMatrix4( object.matrixWorld );
|
|
|
-
|
|
|
- return this.intersectsSphere( sphere );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- intersectsSphere: function ( sphere ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
- var center = sphere.center;
|
|
|
- var negRadius = - sphere.radius;
|
|
|
-
|
|
|
- for ( var i = 0; i < 6; i ++ ) {
|
|
|
-
|
|
|
- var distance = planes[ i ].distanceToPoint( center );
|
|
|
-
|
|
|
- if ( distance < negRadius ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectsBox: function () {
|
|
|
-
|
|
|
- var p1 = new THREE.Vector3(),
|
|
|
- p2 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( box ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
-
|
|
|
- for ( var i = 0; i < 6 ; i ++ ) {
|
|
|
-
|
|
|
- var plane = planes[ i ];
|
|
|
-
|
|
|
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
|
|
|
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
|
|
|
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
|
|
|
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
|
|
|
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
|
|
|
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
|
|
|
-
|
|
|
- var d1 = plane.distanceToPoint( p1 );
|
|
|
- var d2 = plane.distanceToPoint( p2 );
|
|
|
-
|
|
|
- // if both outside plane, no intersection
|
|
|
-
|
|
|
- if ( d1 < 0 && d2 < 0 ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
-
|
|
|
- containsPoint: function ( point ) {
|
|
|
-
|
|
|
- var planes = this.planes;
|
|
|
-
|
|
|
- for ( var i = 0; i < 6; i ++ ) {
|
|
|
-
|
|
|
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Frustum().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Plane.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Plane = function ( normal, constant ) {
|
|
|
-
|
|
|
- this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
|
|
|
- this.constant = ( constant !== undefined ) ? constant : 0;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Plane.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Plane,
|
|
|
-
|
|
|
- set: function ( normal, constant ) {
|
|
|
-
|
|
|
- this.normal.copy( normal );
|
|
|
- this.constant = constant;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setComponents: function ( x, y, z, w ) {
|
|
|
-
|
|
|
- this.normal.set( x, y, z );
|
|
|
- this.constant = w;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
|
|
|
-
|
|
|
- this.normal.copy( normal );
|
|
|
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromCoplanarPoints: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
- var v2 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( a, b, c ) {
|
|
|
-
|
|
|
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
|
|
|
-
|
|
|
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
|
|
-
|
|
|
- this.setFromNormalAndCoplanarPoint( normal, a );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
-
|
|
|
- copy: function ( plane ) {
|
|
|
-
|
|
|
- this.normal.copy( plane.normal );
|
|
|
- this.constant = plane.constant;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normalize: function () {
|
|
|
-
|
|
|
- // Note: will lead to a divide by zero if the plane is invalid.
|
|
|
-
|
|
|
- var inverseNormalLength = 1.0 / this.normal.length();
|
|
|
- this.normal.multiplyScalar( inverseNormalLength );
|
|
|
- this.constant *= inverseNormalLength;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- negate: function () {
|
|
|
-
|
|
|
- this.constant *= - 1;
|
|
|
- this.normal.negate();
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToPoint: function ( point ) {
|
|
|
-
|
|
|
- return this.normal.dot( point ) + this.constant;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- distanceToSphere: function ( sphere ) {
|
|
|
-
|
|
|
- return this.distanceToPoint( sphere.center ) - sphere.radius;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- projectPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- orthoPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- var perpendicularMagnitude = this.distanceToPoint( point );
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- isIntersectionLine: function ( line ) {
|
|
|
-
|
|
|
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
|
|
-
|
|
|
- var startSign = this.distanceToPoint( line.start );
|
|
|
- var endSign = this.distanceToPoint( line.end );
|
|
|
-
|
|
|
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- intersectLine: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( line, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- var direction = line.delta( v1 );
|
|
|
-
|
|
|
- var denominator = this.normal.dot( direction );
|
|
|
-
|
|
|
- if ( denominator == 0 ) {
|
|
|
-
|
|
|
- // line is coplanar, return origin
|
|
|
- if ( this.distanceToPoint( line.start ) == 0 ) {
|
|
|
-
|
|
|
- return result.copy( line.start );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Unsure if this is the correct method to handle this case.
|
|
|
- return undefined;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
|
|
-
|
|
|
- if ( t < 0 || t > 1 ) {
|
|
|
-
|
|
|
- return undefined;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
-
|
|
|
- coplanarPoint: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.copy( this.normal ).multiplyScalar( - this.constant );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- applyMatrix4: function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
- var v2 = new THREE.Vector3();
|
|
|
- var m1 = new THREE.Matrix3();
|
|
|
-
|
|
|
- return function ( matrix, optionalNormalMatrix ) {
|
|
|
-
|
|
|
- // compute new normal based on theory here:
|
|
|
- // http://www.songho.ca/opengl/gl_normaltransform.html
|
|
|
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
|
|
|
- var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
|
|
|
-
|
|
|
- var newCoplanarPoint = this.coplanarPoint( v2 );
|
|
|
- newCoplanarPoint.applyMatrix4( matrix );
|
|
|
-
|
|
|
- this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- translate: function ( offset ) {
|
|
|
-
|
|
|
- this.constant = this.constant - offset.dot( this.normal );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( plane ) {
|
|
|
-
|
|
|
- return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Plane().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Math.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Math = {
|
|
|
-
|
|
|
- generateUUID: function () {
|
|
|
-
|
|
|
- // http://www.broofa.com/Tools/Math.uuid.htm
|
|
|
-
|
|
|
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
|
|
|
- var uuid = new Array( 36 );
|
|
|
- var rnd = 0, r;
|
|
|
-
|
|
|
- return function () {
|
|
|
-
|
|
|
- for ( var i = 0; i < 36; i ++ ) {
|
|
|
-
|
|
|
- if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
|
|
|
-
|
|
|
- uuid[ i ] = '-';
|
|
|
-
|
|
|
- } else if ( i == 14 ) {
|
|
|
-
|
|
|
- uuid[ i ] = '4';
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
|
|
|
- r = rnd & 0xf;
|
|
|
- rnd = rnd >> 4;
|
|
|
- uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return uuid.join( '' );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- // Clamp value to range <a, b>
|
|
|
-
|
|
|
- clamp: function ( x, a, b ) {
|
|
|
-
|
|
|
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Clamp value to range <a, inf)
|
|
|
-
|
|
|
- clampBottom: function ( x, a ) {
|
|
|
-
|
|
|
- return x < a ? a : x;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Linear mapping from range <a1, a2> to range <b1, b2>
|
|
|
-
|
|
|
- mapLinear: function ( x, a1, a2, b1, b2 ) {
|
|
|
-
|
|
|
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // http://en.wikipedia.org/wiki/Smoothstep
|
|
|
-
|
|
|
- smoothstep: function ( x, min, max ) {
|
|
|
-
|
|
|
- if ( x <= min ) return 0;
|
|
|
- if ( x >= max ) return 1;
|
|
|
-
|
|
|
- x = ( x - min ) / ( max - min );
|
|
|
-
|
|
|
- return x * x * ( 3 - 2 * x );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- smootherstep: function ( x, min, max ) {
|
|
|
-
|
|
|
- if ( x <= min ) return 0;
|
|
|
- if ( x >= max ) return 1;
|
|
|
-
|
|
|
- x = ( x - min ) / ( max - min );
|
|
|
-
|
|
|
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Random float from <0, 1> with 16 bits of randomness
|
|
|
- // (standard Math.random() creates repetitive patterns when applied over larger space)
|
|
|
-
|
|
|
- random16: function () {
|
|
|
-
|
|
|
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Random integer from <low, high> interval
|
|
|
-
|
|
|
- randInt: function ( low, high ) {
|
|
|
-
|
|
|
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Random float from <low, high> interval
|
|
|
-
|
|
|
- randFloat: function ( low, high ) {
|
|
|
-
|
|
|
- return low + Math.random() * ( high - low );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Random float from <-range/2, range/2> interval
|
|
|
-
|
|
|
- randFloatSpread: function ( range ) {
|
|
|
-
|
|
|
- return range * ( 0.5 - Math.random() );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- degToRad: function () {
|
|
|
-
|
|
|
- var degreeToRadiansFactor = Math.PI / 180;
|
|
|
-
|
|
|
- return function ( degrees ) {
|
|
|
-
|
|
|
- return degrees * degreeToRadiansFactor;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- radToDeg: function () {
|
|
|
-
|
|
|
- var radianToDegreesFactor = 180 / Math.PI;
|
|
|
-
|
|
|
- return function ( radians ) {
|
|
|
-
|
|
|
- return radians * radianToDegreesFactor;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- isPowerOfTwo: function ( value ) {
|
|
|
-
|
|
|
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Spline.js
|
|
|
-
|
|
|
-/**
|
|
|
- * Spline from Tween.js, slightly optimized (and trashed)
|
|
|
- * http://sole.github.com/tween.js/examples/05_spline.html
|
|
|
- *
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Spline = function ( points ) {
|
|
|
-
|
|
|
- this.points = points;
|
|
|
-
|
|
|
- var c = [], v3 = { x: 0, y: 0, z: 0 },
|
|
|
- point, intPoint, weight, w2, w3,
|
|
|
- pa, pb, pc, pd;
|
|
|
-
|
|
|
- this.initFromArray = function ( a ) {
|
|
|
-
|
|
|
- this.points = [];
|
|
|
-
|
|
|
- for ( var i = 0; i < a.length; i ++ ) {
|
|
|
-
|
|
|
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- this.getPoint = function ( k ) {
|
|
|
-
|
|
|
- point = ( this.points.length - 1 ) * k;
|
|
|
- intPoint = Math.floor( point );
|
|
|
- weight = point - intPoint;
|
|
|
-
|
|
|
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
|
|
- c[ 1 ] = intPoint;
|
|
|
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
|
|
|
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
|
|
|
-
|
|
|
- pa = this.points[ c[ 0 ] ];
|
|
|
- pb = this.points[ c[ 1 ] ];
|
|
|
- pc = this.points[ c[ 2 ] ];
|
|
|
- pd = this.points[ c[ 3 ] ];
|
|
|
-
|
|
|
- w2 = weight * weight;
|
|
|
- w3 = weight * w2;
|
|
|
-
|
|
|
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
|
|
|
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
|
|
|
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
|
|
|
-
|
|
|
- return v3;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- this.getControlPointsArray = function () {
|
|
|
-
|
|
|
- var i, p, l = this.points.length,
|
|
|
- coords = [];
|
|
|
-
|
|
|
- for ( i = 0; i < l; i ++ ) {
|
|
|
-
|
|
|
- p = this.points[ i ];
|
|
|
- coords[ i ] = [ p.x, p.y, p.z ];
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return coords;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- // approximate length by summing linear segments
|
|
|
-
|
|
|
- this.getLength = function ( nSubDivisions ) {
|
|
|
-
|
|
|
- var i, index, nSamples, position,
|
|
|
- point = 0, intPoint = 0, oldIntPoint = 0,
|
|
|
- oldPosition = new THREE.Vector3(),
|
|
|
- tmpVec = new THREE.Vector3(),
|
|
|
- chunkLengths = [],
|
|
|
- totalLength = 0;
|
|
|
-
|
|
|
- // first point has 0 length
|
|
|
-
|
|
|
- chunkLengths[ 0 ] = 0;
|
|
|
-
|
|
|
- if ( ! nSubDivisions ) nSubDivisions = 100;
|
|
|
-
|
|
|
- nSamples = this.points.length * nSubDivisions;
|
|
|
-
|
|
|
- oldPosition.copy( this.points[ 0 ] );
|
|
|
-
|
|
|
- for ( i = 1; i < nSamples; i ++ ) {
|
|
|
-
|
|
|
- index = i / nSamples;
|
|
|
-
|
|
|
- position = this.getPoint( index );
|
|
|
- tmpVec.copy( position );
|
|
|
-
|
|
|
- totalLength += tmpVec.distanceTo( oldPosition );
|
|
|
-
|
|
|
- oldPosition.copy( position );
|
|
|
-
|
|
|
- point = ( this.points.length - 1 ) * index;
|
|
|
- intPoint = Math.floor( point );
|
|
|
-
|
|
|
- if ( intPoint != oldIntPoint ) {
|
|
|
-
|
|
|
- chunkLengths[ intPoint ] = totalLength;
|
|
|
- oldIntPoint = intPoint;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // last point ends with total length
|
|
|
-
|
|
|
- chunkLengths[ chunkLengths.length ] = totalLength;
|
|
|
-
|
|
|
- return { chunks: chunkLengths, total: totalLength };
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- this.reparametrizeByArcLength = function ( samplingCoef ) {
|
|
|
-
|
|
|
- var i, j,
|
|
|
- index, indexCurrent, indexNext,
|
|
|
- linearDistance, realDistance,
|
|
|
- sampling, position,
|
|
|
- newpoints = [],
|
|
|
- tmpVec = new THREE.Vector3(),
|
|
|
- sl = this.getLength();
|
|
|
-
|
|
|
- newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
|
|
|
-
|
|
|
- for ( i = 1; i < this.points.length; i ++ ) {
|
|
|
-
|
|
|
- //tmpVec.copy( this.points[ i - 1 ] );
|
|
|
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
|
|
|
-
|
|
|
- realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
|
|
|
-
|
|
|
- sampling = Math.ceil( samplingCoef * realDistance / sl.total );
|
|
|
-
|
|
|
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
|
|
|
- indexNext = i / ( this.points.length - 1 );
|
|
|
-
|
|
|
- for ( j = 1; j < sampling - 1; j ++ ) {
|
|
|
-
|
|
|
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
|
|
|
-
|
|
|
- position = this.getPoint( index );
|
|
|
- newpoints.push( tmpVec.copy( position ).clone() );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.points = newpoints;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- // Catmull-Rom
|
|
|
-
|
|
|
- function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
|
|
|
-
|
|
|
- var v0 = ( p2 - p0 ) * 0.5,
|
|
|
- v1 = ( p3 - p1 ) * 0.5;
|
|
|
-
|
|
|
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-// File:src/math/Triangle.js
|
|
|
-
|
|
|
-/**
|
|
|
- * @author bhouston / http://exocortex.com
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
- */
|
|
|
-
|
|
|
-THREE.Triangle = function ( a, b, c ) {
|
|
|
-
|
|
|
- this.a = ( a !== undefined ) ? a : new THREE.Vector3();
|
|
|
- this.b = ( b !== undefined ) ? b : new THREE.Vector3();
|
|
|
- this.c = ( c !== undefined ) ? c : new THREE.Vector3();
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.Triangle.normal = function () {
|
|
|
-
|
|
|
- var v0 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( a, b, c, optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
-
|
|
|
- result.subVectors( c, b );
|
|
|
- v0.subVectors( a, b );
|
|
|
- result.cross( v0 );
|
|
|
-
|
|
|
- var resultLengthSq = result.lengthSq();
|
|
|
- if ( resultLengthSq > 0 ) {
|
|
|
-
|
|
|
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return result.set( 0, 0, 0 );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-}();
|
|
|
-
|
|
|
-// static/instance method to calculate barycoordinates
|
|
|
-// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
|
|
-THREE.Triangle.barycoordFromPoint = function () {
|
|
|
-
|
|
|
- var v0 = new THREE.Vector3();
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
- var v2 = new THREE.Vector3();
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-
|
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- return function ( point, a, b, c, optionalTarget ) {
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-
|
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- v0.subVectors( c, a );
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- v1.subVectors( b, a );
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- v2.subVectors( point, a );
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|
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-
|
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- var dot00 = v0.dot( v0 );
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- var dot01 = v0.dot( v1 );
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- var dot02 = v0.dot( v2 );
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- var dot11 = v1.dot( v1 );
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- var dot12 = v1.dot( v2 );
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-
|
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- var denom = ( dot00 * dot11 - dot01 * dot01 );
|
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-
|
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- var result = optionalTarget || new THREE.Vector3();
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|
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-
|
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- // colinear or singular triangle
|
|
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- if ( denom == 0 ) {
|
|
|
- // arbitrary location outside of triangle?
|
|
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- // not sure if this is the best idea, maybe should be returning undefined
|
|
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- return result.set( - 2, - 1, - 1 );
|
|
|
- }
|
|
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-
|
|
|
- var invDenom = 1 / denom;
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|
|
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
|
|
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
|
|
-
|
|
|
- // barycoordinates must always sum to 1
|
|
|
- return result.set( 1 - u - v, v, u );
|
|
|
-
|
|
|
- };
|
|
|
-
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|
|
-}();
|
|
|
-
|
|
|
-THREE.Triangle.containsPoint = function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function ( point, a, b, c ) {
|
|
|
-
|
|
|
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
|
|
|
-
|
|
|
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-}();
|
|
|
-
|
|
|
-THREE.Triangle.prototype = {
|
|
|
-
|
|
|
- constructor: THREE.Triangle,
|
|
|
-
|
|
|
- set: function ( a, b, c ) {
|
|
|
-
|
|
|
- this.a.copy( a );
|
|
|
- this.b.copy( b );
|
|
|
- this.c.copy( c );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
|
|
|
-
|
|
|
- this.a.copy( points[ i0 ] );
|
|
|
- this.b.copy( points[ i1 ] );
|
|
|
- this.c.copy( points[ i2 ] );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- copy: function ( triangle ) {
|
|
|
-
|
|
|
- this.a.copy( triangle.a );
|
|
|
- this.b.copy( triangle.b );
|
|
|
- this.c.copy( triangle.c );
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- area: function () {
|
|
|
-
|
|
|
- var v0 = new THREE.Vector3();
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function () {
|
|
|
-
|
|
|
- v0.subVectors( this.c, this.b );
|
|
|
- v1.subVectors( this.a, this.b );
|
|
|
-
|
|
|
- return v0.cross( v1 ).length() * 0.5;
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }(),
|
|
|
-
|
|
|
- midpoint: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Vector3();
|
|
|
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- normal: function ( optionalTarget ) {
|
|
|
-
|
|
|
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- plane: function ( optionalTarget ) {
|
|
|
-
|
|
|
- var result = optionalTarget || new THREE.Plane();
|
|
|
-
|
|
|
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- barycoordFromPoint: function ( point, optionalTarget ) {
|
|
|
-
|
|
|
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- containsPoint: function ( point ) {
|
|
|
-
|
|
|
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- equals: function ( triangle ) {
|
|
|
-
|
|
|
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- clone: function () {
|
|
|
-
|
|
|
- return new THREE.Triangle().copy( this );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|