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- /**
- * @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
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
- THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- this.set(
- ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
- n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
- n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
- n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
- );
- this.flat = new Array( 16 );
- this.m33 = new THREE.Matrix3();
- };
- THREE.Matrix4.prototype = {
- constructor: THREE.Matrix4,
- 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;
- },
- identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- copy: function ( m ) {
- this.set(
- m.n11, m.n12, m.n13, m.n14,
- m.n21, m.n22, m.n23, m.n24,
- m.n31, m.n32, m.n33, m.n34,
- m.n41, m.n42, m.n43, m.n44
- );
- return this;
- },
- lookAt: function ( eye, center, up ) {
- var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3;
- z.sub( eye, center ).normalize();
- if ( z.length() === 0 ) {
- z.z = 1;
- }
- x.cross( up, z ).normalize();
- if ( x.length() === 0 ) {
- z.x += 0.0001;
- x.cross( up, z ).normalize();
- }
- y.cross( z, x ).normalize();
- this.n11 = x.x; this.n12 = y.x; this.n13 = z.x;
- this.n21 = x.y; this.n22 = y.y; this.n23 = z.y;
- this.n31 = x.z; this.n32 = y.z; this.n33 = z.z;
- return this;
- },
- 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 ) {
- return this.multiply( this, m );
- },
- multiplyToArray: function ( a, b, r ) {
- this.multiply( a, b );
- r[ 0 ] = this.n11; r[ 1 ] = this.n21; r[ 2 ] = this.n31; r[ 3 ] = this.n41;
- r[ 4 ] = this.n12; r[ 5 ] = this.n22; r[ 6 ] = this.n32; r[ 7 ] = this.n42;
- r[ 8 ] = this.n13; r[ 9 ] = this.n23; r[ 10 ] = this.n33; r[ 11 ] = this.n43;
- r[ 12 ] = this.n14; r[ 13 ] = this.n24; r[ 14 ] = this.n34; r[ 15 ] = this.n44;
- 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;
- },
- 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;
- },
- rotateAxis: function ( v ) {
- var vx = v.x, vy = v.y, vz = v.z;
- v.x = vx * this.n11 + vy * this.n12 + vz * this.n13;
- v.y = vx * this.n21 + vy * this.n22 + vz * this.n23;
- v.z = vx * this.n31 + vy * this.n32 + vz * this.n33;
- v.normalize();
- 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;
- },
- 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 () {
- var tmp;
- tmp = this.n21; this.n21 = this.n12; this.n12 = tmp;
- tmp = this.n31; this.n31 = this.n13; this.n13 = tmp;
- tmp = this.n32; this.n32 = this.n23; this.n23 = tmp;
- tmp = this.n41; this.n41 = this.n14; this.n14 = tmp;
- tmp = this.n42; this.n42 = this.n24; this.n24 = tmp;
- tmp = this.n43; this.n43 = this.n34; this.n34 = tmp;
- 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;
- },
- flattenToArray: function ( flat ) {
- flat[ 0 ] = this.n11; flat[ 1 ] = this.n21; flat[ 2 ] = this.n31; flat[ 3 ] = this.n41;
- flat[ 4 ] = this.n12; flat[ 5 ] = this.n22; flat[ 6 ] = this.n32; flat[ 7 ] = this.n42;
- flat[ 8 ] = this.n13; flat[ 9 ] = this.n23; flat[ 10 ] = this.n33; flat[ 11 ] = this.n43;
- flat[ 12 ] = this.n14; flat[ 13 ] = this.n24; flat[ 14 ] = this.n34; flat[ 15 ] = this.n44;
- return flat;
- },
- flattenToArrayOffset: function( flat, offset ) {
- flat[ offset ] = this.n11;
- flat[ offset + 1 ] = this.n21;
- flat[ offset + 2 ] = this.n31;
- flat[ offset + 3 ] = this.n41;
- flat[ offset + 4 ] = this.n12;
- flat[ offset + 5 ] = this.n22;
- flat[ offset + 6 ] = this.n32;
- flat[ offset + 7 ] = this.n42;
- flat[ offset + 8 ] = this.n13;
- flat[ offset + 9 ] = this.n23;
- flat[ offset + 10 ] = this.n33;
- flat[ offset + 11 ] = this.n43;
- flat[ offset + 12 ] = this.n14;
- flat[ offset + 13 ] = this.n24;
- flat[ offset + 14 ] = this.n34;
- flat[ offset + 15 ] = this.n44;
- return 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;
- },
- setRotationX: 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;
- },
- setRotationY: 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;
- },
- setRotationZ: 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;
- },
- setRotationAxis: function( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var 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;
- },
- setPosition: function ( v ) {
- this.n14 = v.x;
- this.n24 = v.y;
- this.n34 = v.z;
- return this;
- },
- getPosition: function () {
- return THREE.Matrix4.__v1.set( this.n14, this.n24, this.n34 );
- },
- getColumnX: function () {
- return THREE.Matrix4.__v1.set( this.n11, this.n21, this.n31 );
- },
- getColumnY: function () {
- return THREE.Matrix4.__v1.set( this.n12, this.n22, this.n32 );
- },
- getColumnZ: function() {
- return THREE.Matrix4.__v1.set( this.n13, this.n23, this.n33 );
- },
- getInverse: function ( m ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var n11 = m.n11, n12 = m.n12, n13 = m.n13, n14 = m.n14,
- n21 = m.n21, n22 = m.n22, n23 = m.n23, n24 = m.n24,
- n31 = m.n31, n32 = m.n32, n33 = m.n33, n34 = m.n34,
- n41 = m.n41, n42 = m.n42, n43 = m.n43, n44 = m.n44;
- this.n11 = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
- this.n12 = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
- this.n13 = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
- this.n14 = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
- this.n21 = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
- this.n22 = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
- this.n23 = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
- this.n24 = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
- this.n31 = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
- this.n32 = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
- this.n33 = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
- this.n34 = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
- this.n41 = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
- this.n42 = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
- this.n43 = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
- this.n44 = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
- this.multiplyScalar( 1 / m.determinant() );
- return this;
- },
- setRotationFromEuler: function( v, order ) {
- var x = v.x, y = v.y, z = v.z,
- a = Math.cos( x ), b = Math.sin( x ),
- c = Math.cos( y ), d = Math.sin( y ),
- e = Math.cos( z ), f = Math.sin( z );
- switch ( order ) {
- case 'YXZ':
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- this.n11 = ce + df * b;
- this.n12 = de * b - cf;
- this.n13 = a * d;
- this.n21 = a * f;
- this.n22 = a * e;
- this.n23 = - b;
- this.n31 = cf * b - de;
- this.n32 = df + ce * b;
- this.n33 = a * c;
- break;
- case 'ZXY':
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- this.n11 = ce - df * b;
- this.n12 = - a * f;
- this.n13 = de + cf * b;
- this.n21 = cf + de * b;
- this.n22 = a * e;
- this.n23 = df - ce * b;
- this.n31 = - a * d;
- this.n32 = b;
- this.n33 = a * c;
- break;
- case 'ZYX':
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- this.n11 = c * e;
- this.n12 = be * d - af;
- this.n13 = ae * d + bf;
- this.n21 = c * f;
- this.n22 = bf * d + ae;
- this.n23 = af * d - be;
- this.n31 = - d;
- this.n32 = b * c;
- this.n33 = a * c;
- break;
- case 'YZX':
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- this.n11 = c * e;
- this.n12 = bd - ac * f;
- this.n13 = bc * f + ad;
- this.n21 = f;
- this.n22 = a * e;
- this.n23 = - b * e;
- this.n31 = - d * e;
- this.n32 = ad * f + bc;
- this.n33 = ac - bd * f;
- break;
- case 'XZY':
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- this.n11 = c * e;
- this.n12 = - f;
- this.n13 = d * e;
- this.n21 = ac * f + bd;
- this.n22 = a * e;
- this.n23 = ad * f - bc;
- this.n31 = bc * f - ad;
- this.n32 = b * e;
- this.n33 = bd * f + ac;
- break;
- default: // 'XYZ'
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- this.n11 = c * e;
- this.n12 = - c * f;
- this.n13 = d;
- this.n21 = af + be * d;
- this.n22 = ae - bf * d;
- this.n23 = - b * c;
- this.n31 = bf - ae * d;
- this.n32 = be + af * d;
- this.n33 = a * c;
- break;
- }
- return this;
- },
- setRotationFromQuaternion: function( q ) {
- var x = q.x, y = q.y, z = q.z, w = q.w,
- x2 = x + x, y2 = y + y, z2 = z + z,
- xx = x * x2, xy = x * y2, xz = x * z2,
- yy = y * y2, yz = y * z2, zz = z * z2,
- wx = w * x2, wy = w * y2, wz = w * z2;
- this.n11 = 1 - ( yy + zz );
- this.n12 = xy - wz;
- this.n13 = xz + wy;
- this.n21 = xy + wz;
- this.n22 = 1 - ( xx + zz );
- this.n23 = yz - wx;
- this.n31 = xz - wy;
- this.n32 = yz + wx;
- this.n33 = 1 - ( xx + yy );
- return this;
- },
- scale: function ( v ) {
- var x = v.x, y = v.y, z = v.z;
- this.n11 *= x; this.n12 *= y; this.n13 *= z;
- this.n21 *= x; this.n22 *= y; this.n23 *= z;
- this.n31 *= x; this.n32 *= y; this.n33 *= z;
- this.n41 *= x; this.n42 *= y; this.n43 *= z;
- return this;
- },
- compose: function ( translation, rotation, scale ) {
- var mRotation = THREE.Matrix4.__m1;
- var mScale = THREE.Matrix4.__m2;
- mRotation.identity();
- mRotation.setRotationFromQuaternion( rotation );
- mScale.setScale( scale.x, scale.y, scale.z );
- this.multiply( mRotation, mScale );
- this.n14 = translation.x;
- this.n24 = translation.y;
- this.n34 = translation.z;
- return this;
- },
- decompose: function ( translation, rotation, scale ) {
- // grab the axis vectors
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
- x.set( this.n11, this.n21, this.n31 );
- y.set( this.n12, this.n22, this.n32 );
- z.set( this.n13, this.n23, this.n33 );
- translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
- rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
- scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
- scale.x = x.length();
- scale.y = y.length();
- scale.z = z.length();
- translation.x = this.n14;
- translation.y = this.n24;
- translation.z = this.n34;
- // scale the rotation part
- var matrix = THREE.Matrix4.__m1;
- matrix.copy( this );
- matrix.n11 /= scale.x;
- matrix.n21 /= scale.x;
- matrix.n31 /= scale.x;
- matrix.n12 /= scale.y;
- matrix.n22 /= scale.y;
- matrix.n32 /= scale.y;
- matrix.n13 /= scale.z;
- matrix.n23 /= scale.z;
- matrix.n33 /= scale.z;
- rotation.setFromRotationMatrix( matrix );
- return [ translation, rotation, scale ];
- },
- extractPosition: function ( m ) {
- this.n14 = m.n14;
- this.n24 = m.n24;
- this.n34 = m.n34;
- return this;
- },
- extractRotation: function ( m ) {
- var vector = THREE.Matrix4.__v1;
- var scaleX = 1 / vector.set( m.n11, m.n21, m.n31 ).length();
- var scaleY = 1 / vector.set( m.n12, m.n22, m.n32 ).length();
- var scaleZ = 1 / vector.set( m.n13, m.n23, m.n33 ).length();
- this.n11 = m.n11 * scaleX;
- this.n21 = m.n21 * scaleX;
- this.n31 = m.n31 * scaleX;
- this.n12 = m.n12 * scaleY;
- this.n22 = m.n22 * scaleY;
- this.n32 = m.n32 * scaleY;
- this.n13 = m.n13 * scaleZ;
- this.n23 = m.n23 * scaleZ;
- this.n33 = m.n33 * scaleZ;
- return this;
- },
- rotateByAxis: function ( axis, angle ) {
- // optimize by checking axis
- if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
- return this.rotateX( angle );
- } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
- return this.rotateY( angle );
- } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
- return this.rotateZ( angle );
- }
- var x = axis.x,
- y = axis.y,
- z = axis.z,
- n = Math.sqrt(x * x + y * y + z * z);
- x /= n;
- y /= n;
- z /= n;
- var xx = x * x,
- yy = y * y,
- zz = z * z,
- c = Math.cos(angle),
- s = Math.sin(angle),
- oneMinusCosine = 1 - c,
- xy = x * y * oneMinusCosine,
- xz = x * z * oneMinusCosine,
- yz = y * z * oneMinusCosine,
- xs = x * s,
- ys = y * s,
- zs = z * s,
- r11 = xx + (1 - xx) * c,
- r21 = xy + zs,
- r31 = xz - ys,
- r12 = xy - zs,
- r22 = yy + (1 - yy) * c,
- r32 = yz + xs,
- r13 = xz + ys,
- r23 = yz - xs,
- r33 = zz + (1 - zz) * c,
- m11 = this.n11,
- m21 = this.n21,
- m31 = this.n31,
- m41 = this.n41,
- m12 = this.n12,
- m22 = this.n22,
- m32 = this.n32,
- m42 = this.n42,
- m13 = this.n13,
- m23 = this.n23,
- m33 = this.n33,
- m43 = this.n43,
- m14 = this.n14,
- m24 = this.n24,
- m34 = this.n34,
- m44 = this.n44;
- this.n11 = r11 * m11 + r21 * m12 + r31 * m13;
- this.n21 = r11 * m21 + r21 * m22 + r31 * m23;
- this.n31 = r11 * m31 + r21 * m32 + r31 * m33;
- this.n41 = r11 * m41 + r21 * m42 + r31 * m43;
- this.n12 = r12 * m11 + r22 * m12 + r32 * m13;
- this.n22 = r12 * m21 + r22 * m22 + r32 * m23;
- this.n32 = r12 * m31 + r22 * m32 + r32 * m33;
- this.n42 = r12 * m41 + r22 * m42 + r32 * m43;
- this.n13 = r13 * m11 + r23 * m12 + r33 * m13;
- this.n23 = r13 * m21 + r23 * m22 + r33 * m23;
- this.n33 = r13 * m31 + r23 * m32 + r33 * m33;
- this.n43 = r13 * m41 + r23 * m42 + r33 * m43;
- return this;
- },
- rotateX: function ( angle ) {
- var m12 = this.n12,
- m22 = this.n22,
- m32 = this.n32,
- m42 = this.n42,
- m13 = this.n13,
- m23 = this.n23,
- m33 = this.n33,
- m43 = this.n43,
- c = Math.cos(angle),
- s = Math.sin(angle);
- this.n12 = c * m12 + s * m13;
- this.n22 = c * m22 + s * m23;
- this.n32 = c * m32 + s * m33;
- this.n42 = c * m42 + s * m43;
- this.n13 = c * m13 - s * m12;
- this.n23 = c * m23 - s * m22;
- this.n33 = c * m33 - s * m32;
- this.n43 = c * m43 - s * m42;
- return this;
- },
- rotateY: function ( angle ) {
- var m11 = this.n11,
- m21 = this.n21,
- m31 = this.n31,
- m41 = this.n41,
- m13 = this.n13,
- m23 = this.n23,
- m33 = this.n33,
- m43 = this.n43,
- c = Math.cos(angle),
- s = Math.sin(angle);
- this.n11 = c * m11 - s * m13;
- this.n21 = c * m21 - s * m23;
- this.n31 = c * m31 - s * m33;
- this.n41 = c * m41 - s * m43;
- this.n13 = c * m13 + s * m11;
- this.n23 = c * m23 + s * m21;
- this.n33 = c * m33 + s * m31;
- this.n43 = c * m43 + s * m41;
- return this;
- },
- rotateZ: function ( angle ) {
- var m11 = this.n11,
- m21 = this.n21,
- m31 = this.n31,
- m41 = this.n41,
- m12 = this.n12,
- m22 = this.n22,
- m32 = this.n32,
- m42 = this.n42,
- c = Math.cos(angle),
- s = Math.sin(angle);
- this.n11 = c * m11 + s * m12;
- this.n21 = c * m21 + s * m22;
- this.n31 = c * m31 + s * m32;
- this.n41 = c * m41 + s * m42;
- this.n12 = c * m12 - s * m11;
- this.n22 = c * m22 - s * m21;
- this.n32 = c * m32 - s * m31;
- this.n42 = c * m42 - s * m41;
- return this;
- },
- translate: function ( v ) {
- var x = v.x, y = v.y, z = v.z;
- this.n14 = this.n11 * x + this.n12 * y + this.n13 * z + this.n14;
- this.n24 = this.n21 * x + this.n22 * y + this.n23 * z + this.n24;
- this.n34 = this.n31 * x + this.n32 * y + this.n33 * z + this.n34;
- this.n44 = this.n41 * x + this.n42 * y + this.n43 * z + this.n44;
- return this;
- }
- };
- THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
- // input: THREE.Matrix4, output: THREE.Matrix3
- // ( based on http://code.google.com/p/webgl-mjs/ )
- var m33 = m1.m33, m33m = m33.m,
- a11 = m1.n33 * m1.n22 - m1.n32 * m1.n23,
- a21 = - m1.n33 * m1.n21 + m1.n31 * m1.n23,
- a31 = m1.n32 * m1.n21 - m1.n31 * m1.n22,
- a12 = - m1.n33 * m1.n12 + m1.n32 * m1.n13,
- a22 = m1.n33 * m1.n11 - m1.n31 * m1.n13,
- a32 = - m1.n32 * m1.n11 + m1.n31 * m1.n12,
- a13 = m1.n23 * m1.n12 - m1.n22 * m1.n13,
- a23 = - m1.n23 * m1.n11 + m1.n21 * m1.n13,
- a33 = m1.n22 * m1.n11 - m1.n21 * m1.n12,
- det = m1.n11 * a11 + m1.n21 * a12 + m1.n31 * a13,
- idet;
- // no inverse
- if ( det === 0 ) {
- console.error( 'THREE.Matrix4.makeInvert3x3: Matrix not invertible.' );
- }
- idet = 1.0 / det;
- m33m[ 0 ] = idet * a11; m33m[ 1 ] = idet * a21; m33m[ 2 ] = idet * a31;
- m33m[ 3 ] = idet * a12; m33m[ 4 ] = idet * a22; m33m[ 5 ] = idet * a32;
- m33m[ 6 ] = idet * a13; m33m[ 7 ] = idet * a23; m33m[ 8 ] = idet * a33;
- return m33;
- }
- 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.__v1 = new THREE.Vector3();
- THREE.Matrix4.__v2 = new THREE.Vector3();
- THREE.Matrix4.__v3 = new THREE.Vector3();
- THREE.Matrix4.__m1 = new THREE.Matrix4();
- THREE.Matrix4.__m2 = new THREE.Matrix4();
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