@@ -66,12 +66,6 @@ class Euler {
}
- get isEuler() {
-
- return true;
- }
set( x, y, z, order ) {
this._x = x;
@@ -326,6 +320,7 @@ class Euler {
Euler.DefaultOrder = 'XYZ';
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+Euler.prototype.isEuler = true;
const _matrix = new Matrix4();
const _quaternion = new Quaternion();
@@ -18,12 +18,6 @@ class Matrix3 {
- get isMatrix3() {
set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
const te = this.elements;
@@ -350,5 +344,6 @@ class Matrix3 {
+Matrix3.prototype.isMatrix3 = true;
export { Matrix3 };
@@ -21,12 +21,6 @@ class Matrix4 {
- get isMatrix4() {
set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
@@ -873,6 +867,8 @@ class Matrix4 {
+Matrix4.prototype.isMatrix4 = true;
+
const _v1 = new Vector3();
const _m1 = new Matrix4();
const _zero = new Vector3( 0, 0, 0 );
@@ -150,12 +150,6 @@ class Quaternion {
- get isQuaternion() {
set( x, y, z, w ) {
@@ -645,5 +639,6 @@ class Quaternion {
+Quaternion.prototype.isQuaternion = true;
export { Quaternion };
@@ -31,12 +31,6 @@ class Vector2 {
- get isVector2() {
set( x, y ) {
this.x = x;
@@ -483,4 +477,6 @@ class Vector2 {
+Vector2.prototype.isVector2 = true;
export { Vector2 };
@@ -11,12 +11,6 @@ class Vector3 {
- get isVector3() {
set( x, y, z ) {
if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
@@ -724,6 +718,8 @@ class Vector3 {
+Vector3.prototype.isVector3 = true;
const _vector = new Vector3();
@@ -33,12 +33,6 @@ class Vector4 {
- get isVector4() {
@@ -650,4 +644,6 @@ class Vector4 {
+Vector4.prototype.isVector4 = true;
export { Vector4 };