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Renamed Vector3 projectPoint() to applyProjection() as per @WestLangley suggestion in bb873d16d676ead71dfce5181a73828b5993a05f.

Mr.doob 12 years ago
parent
commit
d1cc46ffba

+ 6 - 6
src/core/Projector.js

@@ -47,7 +47,7 @@ THREE.Projector = function() {
 
 		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
 
-		return vector.projectPoint( _viewProjectionMatrix );
+		return vector.applyProjection( _viewProjectionMatrix );
 
 	};
 
@@ -57,7 +57,7 @@ THREE.Projector = function() {
 
 		_viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );
 
-		return vector.projectPoint( _viewProjectionMatrix );
+		return vector.applyProjection( _viewProjectionMatrix );
 
 	};
 
@@ -111,7 +111,7 @@ THREE.Projector = function() {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_vector3.projectPoint( _viewProjectionMatrix );
+							_vector3.applyProjection( _viewProjectionMatrix );
 							_object.z = _vector3.z;
 
 						}
@@ -134,7 +134,7 @@ THREE.Projector = function() {
 					} else {
 
 						_vector3.copy( object.matrixWorld.getPosition() );
-						_vector3.projectPoint( _viewProjectionMatrix );
+						_vector3.applyProjection( _viewProjectionMatrix );
 						_object.z = _vector3.z;
 
 					}
@@ -153,7 +153,7 @@ THREE.Projector = function() {
 					} else {
 
 						_vector3.copy( object.matrixWorld.getPosition() );
-						_vector3.projectPoint( _viewProjectionMatrix );
+						_vector3.applyProjection( _viewProjectionMatrix );
 						_object.z = _vector3.z;
 
 					}
@@ -389,7 +389,7 @@ THREE.Projector = function() {
 					_face.color = face.color;
 					_face.material = material;
 
-					_centroid.copy( _face.centroidModel ).projectPoint( _viewProjectionMatrix );
+					_centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
 
 					_face.z = _centroid.z;
 

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

@@ -161,7 +161,7 @@ THREE.LensFlarePlugin = function ( ) {
 			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
 
 			tempPosition.applyMatrix4( camera.matrixWorldInverse );
-			tempPosition.projectPoint( camera.projectionMatrix );
+			tempPosition.applyProjection( camera.projectionMatrix );
 
 			// setup arrays for gl programs
 

+ 3 - 3
src/math/Matrix4.js

@@ -331,8 +331,8 @@ THREE.Matrix4.prototype = {
 
 	multiplyVector3: function ( vector ) {
 
-		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.projectPoint( matrix ) instead.' );
-		return vector.projectPoint( this );
+		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+		return vector.applyProjection( this );
 
 	},
 
@@ -353,7 +353,7 @@ THREE.Matrix4.prototype = {
 			tmp.y = a[ i + 1 ];
 			tmp.z = a[ i + 2 ];
 
-			tmp.projectPoint( this );
+			tmp.applyProjection( this );
 
 			a[ i ]     = tmp.x;
 			a[ i + 1 ] = tmp.y;

+ 17 - 17
src/math/Vector3.js

@@ -223,6 +223,23 @@ THREE.Vector3.prototype = {
 
 	},
 
+	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;
@@ -271,23 +288,6 @@ THREE.Vector3.prototype = {
 
 	},
 
-	projectPoint: 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;
-
-	},
-
 	divide: function ( v ) {
 
 		this.x /= v.x;

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -1176,7 +1176,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 				vertex = vertices[ v ];
 
 				_vector3.copy( vertex );
-				_vector3.projectPoint( _projScreenMatrixPS );
+				_vector3.applyProjection( _projScreenMatrixPS );
 
 				sortArray[ v ] = [ _vector3.z, v ];
 
@@ -4178,7 +4178,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_vector3.projectPoint( _projScreenMatrix );
+							_vector3.applyProjection( _projScreenMatrix );
 
 							webglObject.z = _vector3.z;
 

+ 1 - 1
src/renderers/WebGLRenderer2.js

@@ -1299,7 +1299,7 @@ THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_vector3.projectPoint(_projScreenMatrix);
+							_vector3.applyProjection(_projScreenMatrix);
 
 							webglObject.z = _vector3.z;
 

+ 1 - 1
src/renderers/webgl/objects/ParticleRenderer.js

@@ -68,7 +68,7 @@ THREE.WebGLRenderer2.ParticleRenderer.prototype.setBuffers = function( geometry,
 			vertex = vertices[ v ];
 
 			_vector3.copy( vertex );
-			_vector3.projectPoint(_projScreenMatrixPS);
+			_vector3.applyProjection(_projScreenMatrixPS);
 
 			sortArray[ v ] = [ _vector3.z, v ];