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- /**
- * @author mr.doob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Object3D = function() {
- this.parent = undefined;
- this.children = [];
- this.up = new THREE.Vector3( 0, 1, 0 );
- this.position = new THREE.Vector3();
- this.rotation = new THREE.Vector3();
- this.scale = new THREE.Vector3( 1, 1, 1 );
- this.dynamic = false; // when true it retains arrays so they can be updated with __dirty*
-
- this.doubleSided = false;
- this.flipSided = false;
- this.rotationAutoUpdate = true;
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
- this.matrixRotationWorld = new THREE.Matrix4();
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = true;
- this.quaternion = new THREE.Quaternion();
- this.useQuaternion = false;
- this.boundRadius = 0.0;
- this.boundRadiusScale = 1.0;
- this.visible = true;
- this._vector = new THREE.Vector3();
- this.name = "";
- };
- THREE.Object3D.prototype = {
- translate : function ( distance, axis ) {
- this.matrix.rotateAxis( axis );
- this.position.addSelf( axis.multiplyScalar( distance ) );
- },
- translateX : function ( distance ) {
- this.translate( distance, this._vector.set( 1, 0, 0 ) );
- },
- translateY : function ( distance ) {
- this.translate( distance, this._vector.set( 0, 1, 0 ) );
- },
- translateZ : function ( distance ) {
- this.translate( distance, this._vector.set( 0, 0, 1 ) );
- },
- lookAt : function ( vector ) {
- // TODO: Add hierarchy support.
- this.matrix.lookAt( vector, this.position, this.up );
- if ( this.rotationAutoUpdate ) {
- this.rotation.setRotationFromMatrix( this.matrix );
- }
- },
- addChild: function ( child ) {
- if ( this.children.indexOf( child ) === - 1 ) {
- if( child.parent !== undefined ) {
- child.parent.removeChild( child );
- }
- child.parent = this;
- this.children.push( child );
- // add to scene
- var scene = this;
- while ( scene.parent !== undefined ) {
- scene = scene.parent;
- }
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
- scene.addChildRecurse( child );
- }
- }
- },
- removeChild: function ( child ) {
- var childIndex = this.children.indexOf( child );
- if ( childIndex !== - 1 ) {
- child.parent = undefined;
- this.children.splice( childIndex, 1 );
- }
- },
- getChildByName: function ( name, doRecurse ) {
- var c, cl, child, recurseResult;
- for ( c = 0, cl = this.children.length; c < cl; c++ ) {
- child = this.children[ c ];
- if ( child.name === name ) {
- return child;
- }
- if ( doRecurse ) {
- recurseResult = child.getChildByName( name, doRecurse );
- if ( recurseResult !== undefined ) {
- return recurseResult;
- }
- }
- }
- return undefined;
- },
- updateMatrix: function () {
- this.matrix.setPosition( this.position );
- if ( this.useQuaternion ) {
- this.matrix.setRotationFromQuaternion( this.quaternion );
- } else {
- this.matrix.setRotationFromEuler( this.rotation );
- }
- if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
- this.matrix.scale( this.scale );
- this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
- }
- this.matrixWorldNeedsUpdate = true;
- },
- update: function ( parentMatrixWorld, forceUpdate, camera ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || forceUpdate ) {
- if ( parentMatrixWorld ) {
- this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixRotationWorld.extractRotation( this.matrixWorld, this.scale );
- this.matrixWorldNeedsUpdate = false;
- forceUpdate = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].update( this.matrixWorld, forceUpdate, camera );
- }
- }
- };
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