Matrix4.js 20 KB

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  1. import { Vector3 } from './Vector3.js';
  2. var _v1 = new Vector3();
  3. var _m1 = new Matrix4();
  4. var _zero = new Vector3( 0, 0, 0 );
  5. var _one = new Vector3( 1, 1, 1 );
  6. var _x = new Vector3();
  7. var _y = new Vector3();
  8. var _z = new Vector3();
  9. /**
  10. * @author mrdoob / http://mrdoob.com/
  11. * @author supereggbert / http://www.paulbrunt.co.uk/
  12. * @author philogb / http://blog.thejit.org/
  13. * @author jordi_ros / http://plattsoft.com
  14. * @author D1plo1d / http://github.com/D1plo1d
  15. * @author alteredq / http://alteredqualia.com/
  16. * @author mikael emtinger / http://gomo.se/
  17. * @author timknip / http://www.floorplanner.com/
  18. * @author bhouston / http://clara.io
  19. * @author WestLangley / http://github.com/WestLangley
  20. */
  21. function Matrix4() {
  22. this.elements = [
  23. 1, 0, 0, 0,
  24. 0, 1, 0, 0,
  25. 0, 0, 1, 0,
  26. 0, 0, 0, 1
  27. ];
  28. if ( arguments.length > 0 ) {
  29. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  30. }
  31. }
  32. Object.assign( Matrix4.prototype, {
  33. isMatrix4: true,
  34. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  35. var te = this.elements;
  36. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  37. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  38. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  39. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  40. return this;
  41. },
  42. identity: function () {
  43. this.set(
  44. 1, 0, 0, 0,
  45. 0, 1, 0, 0,
  46. 0, 0, 1, 0,
  47. 0, 0, 0, 1
  48. );
  49. return this;
  50. },
  51. clone: function () {
  52. return new Matrix4().fromArray( this.elements );
  53. },
  54. copy: function ( m ) {
  55. var te = this.elements;
  56. var me = m.elements;
  57. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  58. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  59. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  60. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  61. return this;
  62. },
  63. copyPosition: function ( m ) {
  64. var te = this.elements, me = m.elements;
  65. te[ 12 ] = me[ 12 ];
  66. te[ 13 ] = me[ 13 ];
  67. te[ 14 ] = me[ 14 ];
  68. return this;
  69. },
  70. extractBasis: function ( xAxis, yAxis, zAxis ) {
  71. xAxis.setFromMatrixColumn( this, 0 );
  72. yAxis.setFromMatrixColumn( this, 1 );
  73. zAxis.setFromMatrixColumn( this, 2 );
  74. return this;
  75. },
  76. makeBasis: function ( xAxis, yAxis, zAxis ) {
  77. this.set(
  78. xAxis.x, yAxis.x, zAxis.x, 0,
  79. xAxis.y, yAxis.y, zAxis.y, 0,
  80. xAxis.z, yAxis.z, zAxis.z, 0,
  81. 0, 0, 0, 1
  82. );
  83. return this;
  84. },
  85. extractRotation: function ( m ) {
  86. // this method does not support reflection matrices
  87. var te = this.elements;
  88. var me = m.elements;
  89. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  90. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  91. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  92. te[ 0 ] = me[ 0 ] * scaleX;
  93. te[ 1 ] = me[ 1 ] * scaleX;
  94. te[ 2 ] = me[ 2 ] * scaleX;
  95. te[ 3 ] = 0;
  96. te[ 4 ] = me[ 4 ] * scaleY;
  97. te[ 5 ] = me[ 5 ] * scaleY;
  98. te[ 6 ] = me[ 6 ] * scaleY;
  99. te[ 7 ] = 0;
  100. te[ 8 ] = me[ 8 ] * scaleZ;
  101. te[ 9 ] = me[ 9 ] * scaleZ;
  102. te[ 10 ] = me[ 10 ] * scaleZ;
  103. te[ 11 ] = 0;
  104. te[ 12 ] = 0;
  105. te[ 13 ] = 0;
  106. te[ 14 ] = 0;
  107. te[ 15 ] = 1;
  108. return this;
  109. },
  110. makeRotationFromEuler: function ( euler ) {
  111. if ( ! ( euler && euler.isEuler ) ) {
  112. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  113. }
  114. var te = this.elements;
  115. var x = euler.x, y = euler.y, z = euler.z;
  116. var a = Math.cos( x ), b = Math.sin( x );
  117. var c = Math.cos( y ), d = Math.sin( y );
  118. var e = Math.cos( z ), f = Math.sin( z );
  119. if ( euler.order === 'XYZ' ) {
  120. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  121. te[ 0 ] = c * e;
  122. te[ 4 ] = - c * f;
  123. te[ 8 ] = d;
  124. te[ 1 ] = af + be * d;
  125. te[ 5 ] = ae - bf * d;
  126. te[ 9 ] = - b * c;
  127. te[ 2 ] = bf - ae * d;
  128. te[ 6 ] = be + af * d;
  129. te[ 10 ] = a * c;
  130. } else if ( euler.order === 'YXZ' ) {
  131. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  132. te[ 0 ] = ce + df * b;
  133. te[ 4 ] = de * b - cf;
  134. te[ 8 ] = a * d;
  135. te[ 1 ] = a * f;
  136. te[ 5 ] = a * e;
  137. te[ 9 ] = - b;
  138. te[ 2 ] = cf * b - de;
  139. te[ 6 ] = df + ce * b;
  140. te[ 10 ] = a * c;
  141. } else if ( euler.order === 'ZXY' ) {
  142. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  143. te[ 0 ] = ce - df * b;
  144. te[ 4 ] = - a * f;
  145. te[ 8 ] = de + cf * b;
  146. te[ 1 ] = cf + de * b;
  147. te[ 5 ] = a * e;
  148. te[ 9 ] = df - ce * b;
  149. te[ 2 ] = - a * d;
  150. te[ 6 ] = b;
  151. te[ 10 ] = a * c;
  152. } else if ( euler.order === 'ZYX' ) {
  153. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  154. te[ 0 ] = c * e;
  155. te[ 4 ] = be * d - af;
  156. te[ 8 ] = ae * d + bf;
  157. te[ 1 ] = c * f;
  158. te[ 5 ] = bf * d + ae;
  159. te[ 9 ] = af * d - be;
  160. te[ 2 ] = - d;
  161. te[ 6 ] = b * c;
  162. te[ 10 ] = a * c;
  163. } else if ( euler.order === 'YZX' ) {
  164. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  165. te[ 0 ] = c * e;
  166. te[ 4 ] = bd - ac * f;
  167. te[ 8 ] = bc * f + ad;
  168. te[ 1 ] = f;
  169. te[ 5 ] = a * e;
  170. te[ 9 ] = - b * e;
  171. te[ 2 ] = - d * e;
  172. te[ 6 ] = ad * f + bc;
  173. te[ 10 ] = ac - bd * f;
  174. } else if ( euler.order === 'XZY' ) {
  175. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  176. te[ 0 ] = c * e;
  177. te[ 4 ] = - f;
  178. te[ 8 ] = d * e;
  179. te[ 1 ] = ac * f + bd;
  180. te[ 5 ] = a * e;
  181. te[ 9 ] = ad * f - bc;
  182. te[ 2 ] = bc * f - ad;
  183. te[ 6 ] = b * e;
  184. te[ 10 ] = bd * f + ac;
  185. }
  186. // bottom row
  187. te[ 3 ] = 0;
  188. te[ 7 ] = 0;
  189. te[ 11 ] = 0;
  190. // last column
  191. te[ 12 ] = 0;
  192. te[ 13 ] = 0;
  193. te[ 14 ] = 0;
  194. te[ 15 ] = 1;
  195. return this;
  196. },
  197. makeRotationFromQuaternion: function ( q ) {
  198. return this.compose( _zero, q, _one );
  199. },
  200. lookAt: function ( eye, target, up ) {
  201. var te = this.elements;
  202. _z.subVectors( eye, target );
  203. if ( _z.lengthSq() === 0 ) {
  204. // eye and target are in the same position
  205. _z.z = 1;
  206. }
  207. _z.normalize();
  208. _x.crossVectors( up, _z );
  209. if ( _x.lengthSq() === 0 ) {
  210. // up and z are parallel
  211. if ( Math.abs( up.z ) === 1 ) {
  212. _z.x += 0.0001;
  213. } else {
  214. _z.z += 0.0001;
  215. }
  216. _z.normalize();
  217. _x.crossVectors( up, _z );
  218. }
  219. _x.normalize();
  220. _y.crossVectors( _z, _x );
  221. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  222. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  223. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  224. return this;
  225. },
  226. multiply: function ( m, n ) {
  227. if ( n !== undefined ) {
  228. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  229. return this.multiplyMatrices( m, n );
  230. }
  231. return this.multiplyMatrices( this, m );
  232. },
  233. premultiply: function ( m ) {
  234. return this.multiplyMatrices( m, this );
  235. },
  236. multiplyMatrices: function ( a, b ) {
  237. var ae = a.elements;
  238. var be = b.elements;
  239. var te = this.elements;
  240. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  241. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  242. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  243. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  244. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  245. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  246. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  247. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  248. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  249. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  250. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  251. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  252. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  253. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  254. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  255. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  256. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  257. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  258. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  259. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  260. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  261. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  262. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  263. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  264. return this;
  265. },
  266. multiplyScalar: function ( s ) {
  267. var te = this.elements;
  268. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  269. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  270. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  271. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  272. return this;
  273. },
  274. applyToBufferAttribute: function ( attribute ) {
  275. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  276. _v1.x = attribute.getX( i );
  277. _v1.y = attribute.getY( i );
  278. _v1.z = attribute.getZ( i );
  279. _v1.applyMatrix4( this );
  280. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  281. }
  282. return attribute;
  283. },
  284. determinant: function () {
  285. var te = this.elements;
  286. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  287. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  288. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  289. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  290. //TODO: make this more efficient
  291. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  292. return (
  293. n41 * (
  294. + n14 * n23 * n32
  295. - n13 * n24 * n32
  296. - n14 * n22 * n33
  297. + n12 * n24 * n33
  298. + n13 * n22 * n34
  299. - n12 * n23 * n34
  300. ) +
  301. n42 * (
  302. + n11 * n23 * n34
  303. - n11 * n24 * n33
  304. + n14 * n21 * n33
  305. - n13 * n21 * n34
  306. + n13 * n24 * n31
  307. - n14 * n23 * n31
  308. ) +
  309. n43 * (
  310. + n11 * n24 * n32
  311. - n11 * n22 * n34
  312. - n14 * n21 * n32
  313. + n12 * n21 * n34
  314. + n14 * n22 * n31
  315. - n12 * n24 * n31
  316. ) +
  317. n44 * (
  318. - n13 * n22 * n31
  319. - n11 * n23 * n32
  320. + n11 * n22 * n33
  321. + n13 * n21 * n32
  322. - n12 * n21 * n33
  323. + n12 * n23 * n31
  324. )
  325. );
  326. },
  327. transpose: function () {
  328. var te = this.elements;
  329. var tmp;
  330. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  331. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  332. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  333. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  334. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  335. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  336. return this;
  337. },
  338. setPosition: function ( x, y, z ) {
  339. var te = this.elements;
  340. if ( x.isVector3 ) {
  341. te[ 12 ] = x.x;
  342. te[ 13 ] = x.y;
  343. te[ 14 ] = x.z;
  344. } else {
  345. te[ 12 ] = x;
  346. te[ 13 ] = y;
  347. te[ 14 ] = z;
  348. }
  349. return this;
  350. },
  351. getInverse: function ( m, throwOnDegenerate ) {
  352. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  353. var te = this.elements,
  354. me = m.elements,
  355. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  356. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  357. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  358. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  359. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  360. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  361. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  362. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  363. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  364. if ( det === 0 ) {
  365. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  366. if ( throwOnDegenerate === true ) {
  367. throw new Error( msg );
  368. } else {
  369. console.warn( msg );
  370. }
  371. return this.identity();
  372. }
  373. var detInv = 1 / det;
  374. te[ 0 ] = t11 * detInv;
  375. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  376. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  377. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  378. te[ 4 ] = t12 * detInv;
  379. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  380. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  381. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  382. te[ 8 ] = t13 * detInv;
  383. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  384. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  385. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  386. te[ 12 ] = t14 * detInv;
  387. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  388. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  389. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  390. return this;
  391. },
  392. scale: function ( v ) {
  393. var te = this.elements;
  394. var x = v.x, y = v.y, z = v.z;
  395. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  396. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  397. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  398. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  399. return this;
  400. },
  401. getMaxScaleOnAxis: function () {
  402. var te = this.elements;
  403. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  404. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  405. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  406. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  407. },
  408. makeTranslation: function ( x, y, z ) {
  409. this.set(
  410. 1, 0, 0, x,
  411. 0, 1, 0, y,
  412. 0, 0, 1, z,
  413. 0, 0, 0, 1
  414. );
  415. return this;
  416. },
  417. makeRotationX: function ( theta ) {
  418. var c = Math.cos( theta ), s = Math.sin( theta );
  419. this.set(
  420. 1, 0, 0, 0,
  421. 0, c, - s, 0,
  422. 0, s, c, 0,
  423. 0, 0, 0, 1
  424. );
  425. return this;
  426. },
  427. makeRotationY: function ( theta ) {
  428. var c = Math.cos( theta ), s = Math.sin( theta );
  429. this.set(
  430. c, 0, s, 0,
  431. 0, 1, 0, 0,
  432. - s, 0, c, 0,
  433. 0, 0, 0, 1
  434. );
  435. return this;
  436. },
  437. makeRotationZ: function ( theta ) {
  438. var c = Math.cos( theta ), s = Math.sin( theta );
  439. this.set(
  440. c, - s, 0, 0,
  441. s, c, 0, 0,
  442. 0, 0, 1, 0,
  443. 0, 0, 0, 1
  444. );
  445. return this;
  446. },
  447. makeRotationAxis: function ( axis, angle ) {
  448. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  449. var c = Math.cos( angle );
  450. var s = Math.sin( angle );
  451. var t = 1 - c;
  452. var x = axis.x, y = axis.y, z = axis.z;
  453. var tx = t * x, ty = t * y;
  454. this.set(
  455. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  456. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  457. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  458. 0, 0, 0, 1
  459. );
  460. return this;
  461. },
  462. makeScale: function ( x, y, z ) {
  463. this.set(
  464. x, 0, 0, 0,
  465. 0, y, 0, 0,
  466. 0, 0, z, 0,
  467. 0, 0, 0, 1
  468. );
  469. return this;
  470. },
  471. makeShear: function ( x, y, z ) {
  472. this.set(
  473. 1, y, z, 0,
  474. x, 1, z, 0,
  475. x, y, 1, 0,
  476. 0, 0, 0, 1
  477. );
  478. return this;
  479. },
  480. compose: function ( position, quaternion, scale ) {
  481. var te = this.elements;
  482. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  483. var x2 = x + x, y2 = y + y, z2 = z + z;
  484. var xx = x * x2, xy = x * y2, xz = x * z2;
  485. var yy = y * y2, yz = y * z2, zz = z * z2;
  486. var wx = w * x2, wy = w * y2, wz = w * z2;
  487. var sx = scale.x, sy = scale.y, sz = scale.z;
  488. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  489. te[ 1 ] = ( xy + wz ) * sx;
  490. te[ 2 ] = ( xz - wy ) * sx;
  491. te[ 3 ] = 0;
  492. te[ 4 ] = ( xy - wz ) * sy;
  493. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  494. te[ 6 ] = ( yz + wx ) * sy;
  495. te[ 7 ] = 0;
  496. te[ 8 ] = ( xz + wy ) * sz;
  497. te[ 9 ] = ( yz - wx ) * sz;
  498. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  499. te[ 11 ] = 0;
  500. te[ 12 ] = position.x;
  501. te[ 13 ] = position.y;
  502. te[ 14 ] = position.z;
  503. te[ 15 ] = 1;
  504. return this;
  505. },
  506. decompose: function ( position, quaternion, scale ) {
  507. var te = this.elements;
  508. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  509. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  510. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  511. // if determine is negative, we need to invert one scale
  512. var det = this.determinant();
  513. if ( det < 0 ) sx = - sx;
  514. position.x = te[ 12 ];
  515. position.y = te[ 13 ];
  516. position.z = te[ 14 ];
  517. // scale the rotation part
  518. _m1.copy( this );
  519. var invSX = 1 / sx;
  520. var invSY = 1 / sy;
  521. var invSZ = 1 / sz;
  522. _m1.elements[ 0 ] *= invSX;
  523. _m1.elements[ 1 ] *= invSX;
  524. _m1.elements[ 2 ] *= invSX;
  525. _m1.elements[ 4 ] *= invSY;
  526. _m1.elements[ 5 ] *= invSY;
  527. _m1.elements[ 6 ] *= invSY;
  528. _m1.elements[ 8 ] *= invSZ;
  529. _m1.elements[ 9 ] *= invSZ;
  530. _m1.elements[ 10 ] *= invSZ;
  531. quaternion.setFromRotationMatrix( _m1 );
  532. scale.x = sx;
  533. scale.y = sy;
  534. scale.z = sz;
  535. return this;
  536. },
  537. makePerspective: function ( left, right, top, bottom, near, far ) {
  538. if ( far === undefined ) {
  539. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  540. }
  541. var te = this.elements;
  542. var x = 2 * near / ( right - left );
  543. var y = 2 * near / ( top - bottom );
  544. var a = ( right + left ) / ( right - left );
  545. var b = ( top + bottom ) / ( top - bottom );
  546. var c = - ( far + near ) / ( far - near );
  547. var d = - 2 * far * near / ( far - near );
  548. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  549. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  550. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  551. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  552. return this;
  553. },
  554. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  555. var te = this.elements;
  556. var w = 1.0 / ( right - left );
  557. var h = 1.0 / ( top - bottom );
  558. var p = 1.0 / ( far - near );
  559. var x = ( right + left ) * w;
  560. var y = ( top + bottom ) * h;
  561. var z = ( far + near ) * p;
  562. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  563. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  564. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  565. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  566. return this;
  567. },
  568. equals: function ( matrix ) {
  569. var te = this.elements;
  570. var me = matrix.elements;
  571. for ( var i = 0; i < 16; i ++ ) {
  572. if ( te[ i ] !== me[ i ] ) return false;
  573. }
  574. return true;
  575. },
  576. fromArray: function ( array, offset ) {
  577. if ( offset === undefined ) offset = 0;
  578. for ( var i = 0; i < 16; i ++ ) {
  579. this.elements[ i ] = array[ i + offset ];
  580. }
  581. return this;
  582. },
  583. toArray: function ( array, offset ) {
  584. if ( array === undefined ) array = [];
  585. if ( offset === undefined ) offset = 0;
  586. var te = this.elements;
  587. array[ offset ] = te[ 0 ];
  588. array[ offset + 1 ] = te[ 1 ];
  589. array[ offset + 2 ] = te[ 2 ];
  590. array[ offset + 3 ] = te[ 3 ];
  591. array[ offset + 4 ] = te[ 4 ];
  592. array[ offset + 5 ] = te[ 5 ];
  593. array[ offset + 6 ] = te[ 6 ];
  594. array[ offset + 7 ] = te[ 7 ];
  595. array[ offset + 8 ] = te[ 8 ];
  596. array[ offset + 9 ] = te[ 9 ];
  597. array[ offset + 10 ] = te[ 10 ];
  598. array[ offset + 11 ] = te[ 11 ];
  599. array[ offset + 12 ] = te[ 12 ];
  600. array[ offset + 13 ] = te[ 13 ];
  601. array[ offset + 14 ] = te[ 14 ];
  602. array[ offset + 15 ] = te[ 15 ];
  603. return array;
  604. }
  605. } );
  606. export { Matrix4 };