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@@ -40,7 +40,7 @@
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[page:Camera Cameras] have two additional matrix4s:
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<ul>
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<li>
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- [page:Object3D.matrixWorldInverse]: The inverse of the [page:Object3D.matrixWorld] descibed above.
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+ [page:Object3D.matrixWorldInverse]: The inverse of the [page:Object3D.matrixWorld] described above.
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</li>
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<li>
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[page:Object3D.projectionMatrix]:
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@@ -48,13 +48,6 @@
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</ul>
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</div>
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-
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- <h2>Example</h2>
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-
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- <code>
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-var m = new Matrix4();
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- </code>
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-
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<h2>A Note on Row-Major and Column-Major Ordering</h2>
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<div>
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The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
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@@ -62,21 +55,25 @@ var m = new Matrix4();
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This means that calling
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<code>
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+var m = new Matrix4();
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+
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m.set( 11, 12, 13, 14,
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21, 22, 23, 24,
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- 31, 32, 33, 34 );
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+ 31, 32, 33, 34,
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+ 41, 42, 43, 44 );
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</code>
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will result in the [page:.elements elements] array containing:
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<code>
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m.elements = [ 11, 21, 31, 41,
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12, 22, 32, 42,
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- 13, 23, 33, 43 ];
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+ 13, 23, 33, 43,
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+ 14, 24, 34, 44 ];
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</code>
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and internally all calculations are performed using column-major ordering. However, as the actual ordering
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makes no difference mathematically and most people are used to thinking about matrices in row-major order,
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the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
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- code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
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+ code, you'll have to take the [link: https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
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</div>
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