/** * @author mr.doob / 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 */ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.n11 = n11 || 1; this.n12 = n12 || 0; this.n13 = n13 || 0; this.n14 = n14 || 0; this.n21 = n21 || 0; this.n22 = n22 || 1; this.n23 = n23 || 0; this.n24 = n24 || 0; this.n31 = n31 || 0; this.n32 = n32 || 0; this.n33 = n33 || 1; this.n34 = n34 || 0; this.n41 = n41 || 0; this.n42 = n42 || 0; this.n43 = n43 || 0; this.n44 = n44 || 1; this.flat = new Array( 16 ); this.m33 = new THREE.Matrix3(); }; THREE.Matrix4.prototype = { identity: function () { this.n11 = 1; this.n12 = 0; this.n13 = 0; this.n14 = 0; this.n21 = 0; this.n22 = 1; this.n23 = 0; this.n24 = 0; this.n31 = 0; this.n32 = 0; this.n33 = 1; this.n34 = 0; this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1; return this; }, set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.n11 = n11; this.n12 = n12; this.n13 = n13; this.n14 = n14; this.n21 = n21; this.n22 = n22; this.n23 = n23; this.n24 = n24; this.n31 = n31; this.n32 = n32; this.n33 = n33; this.n34 = n34; this.n41 = n41; this.n42 = n42; this.n43 = n43; this.n44 = n44; return this; }, copy: function ( m ) { this.n11 = m.n11; this.n12 = m.n12; this.n13 = m.n13; this.n14 = m.n14; this.n21 = m.n21; this.n22 = m.n22; this.n23 = m.n23; this.n24 = m.n24; this.n31 = m.n31; this.n32 = m.n32; this.n33 = m.n33; this.n34 = m.n34; this.n41 = m.n41; this.n42 = m.n42; this.n43 = m.n43; this.n44 = m.n44; return this; }, lookAt: function ( eye, center, up ) { var x = THREE.Matrix4.__tmpVec1, y = THREE.Matrix4.__tmpVec2, z = THREE.Matrix4.__tmpVec3; z.sub( eye, center ).normalize(); x.cross( up, z ).normalize(); y.cross( z, x ).normalize(); this.n11 = x.x; this.n12 = x.y; this.n13 = x.z; this.n14 = - x.dot( eye ); this.n21 = y.x; this.n22 = y.y; this.n23 = y.z; this.n24 = - y.dot( eye ); this.n31 = z.x; this.n32 = z.y; this.n33 = z.z; this.n34 = - z.dot( eye ); this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1; return this; }, multiplyVector3: function ( v ) { var vx = v.x, vy = v.y, vz = v.z, d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 ); v.x = ( this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 ) * d; v.y = ( this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 ) * d; v.z = ( this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 ) * d; return v; }, multiplyVector4: function ( v ) { var vx = v.x, vy = v.y, vz = v.z, vw = v.w; v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw; v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw; v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw; v.w = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw; return v; }, crossVector: function ( a ) { var v = new THREE.Vector4(); v.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w; v.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w; v.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w; v.w = ( a.w ) ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1; return v; }, multiply: function ( a, b ) { var a11 = a.n11, a12 = a.n12, a13 = a.n13, a14 = a.n14, a21 = a.n21, a22 = a.n22, a23 = a.n23, a24 = a.n24, a31 = a.n31, a32 = a.n32, a33 = a.n33, a34 = a.n34, a41 = a.n41, a42 = a.n42, a43 = a.n43, a44 = a.n44, b11 = b.n11, b12 = b.n12, b13 = b.n13, b14 = b.n14, b21 = b.n21, b22 = b.n22, b23 = b.n23, b24 = b.n24, b31 = b.n31, b32 = b.n32, b33 = b.n33, b34 = b.n34, b41 = b.n41, b42 = b.n42, b43 = b.n43, b44 = b.n44; this.n11 = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; this.n12 = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; this.n13 = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; this.n14 = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; this.n21 = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; this.n22 = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; this.n23 = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; this.n24 = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; this.n31 = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; this.n32 = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; this.n33 = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; this.n34 = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; this.n41 = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; this.n42 = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; this.n43 = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; this.n44 = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; return this; }, multiplySelf: function ( m ) { var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14, n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24, n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34, n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44, mn11 = m.n11, mn21 = m.n21, mn31 = m.n31, mn41 = m.n41, mn12 = m.n12, mn22 = m.n22, mn32 = m.n32, mn42 = m.n42, mn13 = m.n13, mn23 = m.n23, mn33 = m.n33, mn43 = m.n43, mn14 = m.n14, mn24 = m.n24, mn34 = m.n34, mn44 = m.n44; this.n11 = n11 * mn11 + n12 * mn21 + n13 * mn31 + n14 * mn41; this.n12 = n11 * mn12 + n12 * mn22 + n13 * mn32 + n14 * mn42; this.n13 = n11 * mn13 + n12 * mn23 + n13 * mn33 + n14 * mn43; this.n14 = n11 * mn14 + n12 * mn24 + n13 * mn34 + n14 * mn44; this.n21 = n21 * mn11 + n22 * mn21 + n23 * mn31 + n24 * mn41; this.n22 = n21 * mn12 + n22 * mn22 + n23 * mn32 + n24 * mn42; this.n23 = n21 * mn13 + n22 * mn23 + n23 * mn33 + n24 * mn43; this.n24 = n21 * mn14 + n22 * mn24 + n23 * mn34 + n24 * mn44; this.n31 = n31 * mn11 + n32 * mn21 + n33 * mn31 + n34 * mn41; this.n32 = n31 * mn12 + n32 * mn22 + n33 * mn32 + n34 * mn42; this.n33 = n31 * mn13 + n32 * mn23 + n33 * mn33 + n34 * mn43; this.n34 = n31 * mn14 + n32 * mn24 + n33 * mn34 + n34 * mn44; this.n41 = n41 * mn11 + n42 * mn21 + n43 * mn31 + n44 * mn41; this.n42 = n41 * mn12 + n42 * mn22 + n43 * mn32 + n44 * mn42; this.n43 = n41 * mn13 + n42 * mn23 + n43 * mn33 + n44 * mn43; this.n44 = n41 * mn14 + n42 * mn24 + n43 * mn34 + n44 * mn44; return this; }, multiplyScalar: function ( s ) { this.n11 *= s; this.n12 *= s; this.n13 *= s; this.n14 *= s; this.n21 *= s; this.n22 *= s; this.n23 *= s; this.n24 *= s; this.n31 *= s; this.n32 *= s; this.n33 *= s; this.n34 *= s; this.n41 *= s; this.n42 *= s; this.n43 *= s; this.n44 *= s; return this; }, determinant: function () { var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14, n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24, n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34, n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) return ( n14 * n23 * n32 * n41- n13 * n24 * n32 * n41- n14 * n22 * n33 * n41+ n12 * n24 * n33 * n41+ n13 * n22 * n34 * n41- n12 * n23 * n34 * n41- n14 * n23 * n31 * n42+ n13 * n24 * n31 * n42+ n14 * n21 * n33 * n42- n11 * n24 * n33 * n42- n13 * n21 * n34 * n42+ n11 * n23 * n34 * n42+ n14 * n22 * n31 * n43- n12 * n24 * n31 * n43- n14 * n21 * n32 * n43+ n11 * n24 * n32 * n43+ n12 * n21 * n34 * n43- n11 * n22 * n34 * n43- n13 * n22 * n31 * n44+ n12 * n23 * n31 * n44+ n13 * n21 * n32 * n44- n11 * n23 * n32 * n44- n12 * n21 * n33 * n44+ n11 * n22 * n33 * n44 ); }, transpose: function () { function swap( obj, p1, p2 ) { var aux = obj[ p1 ]; obj[ p1 ] = obj[ p2 ]; obj[ p2 ] = aux; } swap( this, 'n21', 'n12' ); swap( this, 'n31', 'n13' ); swap( this, 'n32', 'n23' ); swap( this, 'n41', 'n14' ); swap( this, 'n42', 'n24' ); swap( this, 'n43', 'n34' ); return this; }, clone: function () { var m = new THREE.Matrix4(); m.n11 = this.n11; m.n12 = this.n12; m.n13 = this.n13; m.n14 = this.n14; m.n21 = this.n21; m.n22 = this.n22; m.n23 = this.n23; m.n24 = this.n24; m.n31 = this.n31; m.n32 = this.n32; m.n33 = this.n33; m.n34 = this.n34; m.n41 = this.n41; m.n42 = this.n42; m.n43 = this.n43; m.n44 = this.n44; return m; }, flatten: function() { this.flat[ 0 ] = this.n11; this.flat[ 1 ] = this.n21; this.flat[ 2 ] = this.n31; this.flat[ 3 ] = this.n41; this.flat[ 4 ] = this.n12; this.flat[ 5 ] = this.n22; this.flat[ 6 ] = this.n32; this.flat[ 7 ] = this.n42; this.flat[ 8 ] = this.n13; this.flat[ 9 ] = this.n23; this.flat[ 10 ] = this.n33; this.flat[ 11 ] = this.n43; this.flat[ 12 ] = this.n14; this.flat[ 13 ] = this.n24; this.flat[ 14 ] = this.n34; this.flat[ 15 ] = this.n44; return this.flat; }, setTranslation: function( x, y, z ) { this.set( 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 ); return this; }, setScale: function( x, y, z ) { this.set( x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 ); return this; }, setRotX: 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; }, setRotY: 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; }, setRotZ: 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; }, setRotAxis: function( axis, angle ) { //Based on http://www.gamedev.net/reference/articles/article1199.asp c = Math.cos( angle ), s = Math.sin( angle ), t = 1 - c, x = axis.x, y = axis.y, z = axis.z, 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; }, toString: function() { return "| " + this.n11 + " " + this.n12 + " " + this.n13 + " " + this.n14 + " |\n" + "| " + this.n21 + " " + this.n22 + " " + this.n23 + " " + this.n24 + " |\n" + "| " + this.n31 + " " + this.n32 + " " + this.n33 + " " + this.n34 + " |\n" + "| " + this.n41 + " " + this.n42 + " " + this.n43 + " " + this.n44 + " |"; } }; THREE.Matrix4.translationMatrix = function ( x, y, z ) { var m = new THREE.Matrix4(); m.n14 = x; m.n24 = y; m.n34 = z; return m; }; THREE.Matrix4.scaleMatrix = function ( x, y, z ) { var m = new THREE.Matrix4(); m.n11 = x; m.n22 = y; m.n33 = z; return m; }; THREE.Matrix4.rotationXMatrix = function ( theta ) { var rot = new THREE.Matrix4(); rot.n22 = rot.n33 = Math.cos( theta ); rot.n32 = Math.sin( theta ); rot.n23 = - rot.n32; return rot; }; THREE.Matrix4.rotationYMatrix = function ( theta ) { var rot = new THREE.Matrix4(); rot.n11 = rot.n33 = Math.cos( theta ); rot.n13 = Math.sin( theta ); rot.n31 = - rot.n13; return rot; }; THREE.Matrix4.rotationZMatrix = function ( theta ) { var rot = new THREE.Matrix4(); rot.n11 = rot.n22 = Math.cos( theta ); rot.n21 = Math.sin( theta ); rot.n12 = - rot.n21; return rot; }; THREE.Matrix4.rotationAxisAngleMatrix = function ( axis, angle ) { //Based on http://www.gamedev.net/reference/articles/article1199.asp var rot = new THREE.Matrix4(), c = Math.cos( angle ), s = Math.sin( angle ), t = 1 - c, x = axis.x, y = axis.y, z = axis.z, tx = t * x, ty = t * y; rot.n11 = tx * x + c; rot.n12 = tx * y - s * z; rot.n13 = tx * z + s * y; rot.n21 = tx * y + s * z; rot.n22 = ty * y + c; rot.n23 = ty * z - s * x; rot.n31 = tx * z - s * y; rot.n32 = ty * z + s * x; rot.n33 = t * z * z + c; return rot; }; THREE.Matrix4.makeInvert = function ( m1 ) { var n11 = m1.n11, n12 = m1.n12, n13 = m1.n13, n14 = m1.n14, n21 = m1.n21, n22 = m1.n22, n23 = m1.n23, n24 = m1.n24, n31 = m1.n31, n32 = m1.n32, n33 = m1.n33, n34 = m1.n34, n41 = m1.n41, n42 = m1.n42, n43 = m1.n43, n44 = m1.n44; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) var m2 = new THREE.Matrix4(); m2.n11 = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; m2.n12 = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; m2.n13 = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; m2.n14 = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; m2.n21 = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; m2.n22 = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; m2.n23 = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; m2.n24 = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; m2.n31 = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; m2.n32 = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; m2.n33 = n13*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; m2.n34 = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; m2.n41 = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; m2.n42 = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; m2.n43 = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; m2.n44 = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; m2.multiplyScalar( 1 / m1.determinant() ); return m2; }; THREE.Matrix4.makeInvert3x3 = function ( m1 ) { // input: THREE.Matrix4, output: THREE.Matrix3 // ( based on http://code.google.com/p/webgl-mjs/ ) var m = m1.flatten(), m2 = m1.m33, a11 = m[ 10 ] * m[ 5 ] - m[ 6 ] * m[ 9 ], a21 = - m[ 10 ] * m[ 1 ] + m[ 2 ] * m[ 9 ], a31 = m[ 6 ] * m[ 1 ] - m[ 2 ] * m[ 5 ], a12 = - m[ 10 ] * m[ 4 ] + m[ 6 ] * m[ 8 ], a22 = m[ 10 ] * m[ 0 ] - m[ 2 ] * m[ 8 ], a32 = - m[ 6 ] * m[ 0 ] + m[ 2 ] * m[ 4 ], a13 = m[ 9 ] * m[ 4 ] - m[ 5 ] * m[ 8 ], a23 = - m[ 9 ] * m[ 0 ] + m[ 1 ] * m[ 8 ], a33 = m[ 5 ] * m[ 0 ] - m[ 1 ] * m[ 4 ], det = m[ 0 ] * ( a11 ) + m[ 1 ] * ( a12 ) + m[ 2 ] * ( a13 ), idet; // no inverse if (det == 0) throw "matrix not invertible"; idet = 1.0 / det; m2.m[ 0 ] = idet * a11; m2.m[ 1 ] = idet * a21; m2.m[ 2 ] = idet * a31; m2.m[ 3 ] = idet * a12; m2.m[ 4 ] = idet * a22; m2.m[ 5 ] = idet * a32; m2.m[ 6 ] = idet * a13; m2.m[ 7 ] = idet * a23; m2.m[ 8 ] = idet * a33; return m2; } THREE.Matrix4.makeFrustum = function( left, right, bottom, top, near, far ) { var m, x, y, a, b, c, d; m = new THREE.Matrix4(); x = 2 * near / ( right - left ); y = 2 * near / ( top - bottom ); a = ( right + left ) / ( right - left ); b = ( top + bottom ) / ( top - bottom ); c = - ( far + near ) / ( far - near ); d = - 2 * far * near / ( far - near ); m.n11 = x; m.n12 = 0; m.n13 = a; m.n14 = 0; m.n21 = 0; m.n22 = y; m.n23 = b; m.n24 = 0; m.n31 = 0; m.n32 = 0; m.n33 = c; m.n34 = d; m.n41 = 0; m.n42 = 0; m.n43 = - 1; m.n44 = 0; return m; }; THREE.Matrix4.makePerspective = function( fov, aspect, near, far ) { var ymax, ymin, xmin, xmax; ymax = near * Math.tan( fov * Math.PI / 360 ); ymin = - ymax; xmin = ymin * aspect; xmax = ymax * aspect; return THREE.Matrix4.makeFrustum( xmin, xmax, ymin, ymax, near, far ); }; THREE.Matrix4.makeOrtho = function( left, right, top, bottom, near, far ) { var m, x, y, z, w, h, p; m = new THREE.Matrix4(); w = right - left; h = top - bottom; p = far - near; x = ( right + left ) / w; y = ( top + bottom ) / h; z = ( far + near ) / p; m.n11 = 2 / w; m.n12 = 0; m.n13 = 0; m.n14 = -x; m.n21 = 0; m.n22 = 2 / h; m.n23 = 0; m.n24 = -y; m.n31 = 0; m.n32 = 0; m.n33 = -2 / p; m.n34 = -z; m.n41 = 0; m.n42 = 0; m.n43 = 0; m.n44 = 1; return m; }; THREE.Matrix4.__tmpVec1 = new THREE.Vector3(); THREE.Matrix4.__tmpVec2 = new THREE.Vector3(); THREE.Matrix4.__tmpVec3 = new THREE.Vector3();