Matrix4.js 21 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author supereggbert / http://www.paulbrunt.co.uk/
  4. * @author philogb / http://blog.thejit.org/
  5. * @author jordi_ros / http://plattsoft.com
  6. * @author D1plo1d / http://github.com/D1plo1d
  7. * @author alteredq / http://alteredqualia.com/
  8. * @author mikael emtinger / http://gomo.se/
  9. * @author timknip / http://www.floorplanner.com/
  10. * @author bhouston / http://clara.io
  11. * @author WestLangley / http://github.com/WestLangley
  12. */
  13. THREE.Matrix4 = function () {
  14. this.elements = new Float32Array( [
  15. 1, 0, 0, 0,
  16. 0, 1, 0, 0,
  17. 0, 0, 1, 0,
  18. 0, 0, 0, 1
  19. ] );
  20. if ( arguments.length > 0 ) {
  21. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  22. }
  23. };
  24. THREE.Matrix4.prototype = {
  25. constructor: THREE.Matrix4,
  26. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  27. var te = this.elements;
  28. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  29. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  30. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  31. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  32. return this;
  33. },
  34. identity: function () {
  35. this.set(
  36. 1, 0, 0, 0,
  37. 0, 1, 0, 0,
  38. 0, 0, 1, 0,
  39. 0, 0, 0, 1
  40. );
  41. return this;
  42. },
  43. clone: function () {
  44. return new THREE.Matrix4().fromArray( this.elements );
  45. },
  46. copy: function ( m ) {
  47. this.elements.set( m.elements );
  48. return this;
  49. },
  50. copyPosition: function ( m ) {
  51. var te = this.elements;
  52. var me = m.elements;
  53. te[ 12 ] = me[ 12 ];
  54. te[ 13 ] = me[ 13 ];
  55. te[ 14 ] = me[ 14 ];
  56. return this;
  57. },
  58. extractBasis: function ( xAxis, yAxis, zAxis ) {
  59. var te = this.elements;
  60. xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
  61. yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
  62. zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
  63. return this;
  64. },
  65. makeBasis: function ( xAxis, yAxis, zAxis ) {
  66. this.set(
  67. xAxis.x, yAxis.x, zAxis.x, 0,
  68. xAxis.y, yAxis.y, zAxis.y, 0,
  69. xAxis.z, yAxis.z, zAxis.z, 0,
  70. 0, 0, 0, 1
  71. );
  72. return this;
  73. },
  74. extractRotation: function () {
  75. var v1;
  76. return function ( m ) {
  77. if ( v1 === undefined ) v1 = new THREE.Vector3();
  78. var te = this.elements;
  79. var me = m.elements;
  80. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  81. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  82. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  83. te[ 0 ] = me[ 0 ] * scaleX;
  84. te[ 1 ] = me[ 1 ] * scaleX;
  85. te[ 2 ] = me[ 2 ] * scaleX;
  86. te[ 4 ] = me[ 4 ] * scaleY;
  87. te[ 5 ] = me[ 5 ] * scaleY;
  88. te[ 6 ] = me[ 6 ] * scaleY;
  89. te[ 8 ] = me[ 8 ] * scaleZ;
  90. te[ 9 ] = me[ 9 ] * scaleZ;
  91. te[ 10 ] = me[ 10 ] * scaleZ;
  92. return this;
  93. };
  94. }(),
  95. makeRotationFromEuler: function ( euler ) {
  96. if ( euler instanceof THREE.Euler === false ) {
  97. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  98. }
  99. var te = this.elements;
  100. var x = euler.x, y = euler.y, z = euler.z;
  101. var a = Math.cos( x ), b = Math.sin( x );
  102. var c = Math.cos( y ), d = Math.sin( y );
  103. var e = Math.cos( z ), f = Math.sin( z );
  104. if ( euler.order === 'XYZ' ) {
  105. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  106. te[ 0 ] = c * e;
  107. te[ 4 ] = - c * f;
  108. te[ 8 ] = d;
  109. te[ 1 ] = af + be * d;
  110. te[ 5 ] = ae - bf * d;
  111. te[ 9 ] = - b * c;
  112. te[ 2 ] = bf - ae * d;
  113. te[ 6 ] = be + af * d;
  114. te[ 10 ] = a * c;
  115. } else if ( euler.order === 'YXZ' ) {
  116. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  117. te[ 0 ] = ce + df * b;
  118. te[ 4 ] = de * b - cf;
  119. te[ 8 ] = a * d;
  120. te[ 1 ] = a * f;
  121. te[ 5 ] = a * e;
  122. te[ 9 ] = - b;
  123. te[ 2 ] = cf * b - de;
  124. te[ 6 ] = df + ce * b;
  125. te[ 10 ] = a * c;
  126. } else if ( euler.order === 'ZXY' ) {
  127. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  128. te[ 0 ] = ce - df * b;
  129. te[ 4 ] = - a * f;
  130. te[ 8 ] = de + cf * b;
  131. te[ 1 ] = cf + de * b;
  132. te[ 5 ] = a * e;
  133. te[ 9 ] = df - ce * b;
  134. te[ 2 ] = - a * d;
  135. te[ 6 ] = b;
  136. te[ 10 ] = a * c;
  137. } else if ( euler.order === 'ZYX' ) {
  138. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  139. te[ 0 ] = c * e;
  140. te[ 4 ] = be * d - af;
  141. te[ 8 ] = ae * d + bf;
  142. te[ 1 ] = c * f;
  143. te[ 5 ] = bf * d + ae;
  144. te[ 9 ] = af * d - be;
  145. te[ 2 ] = - d;
  146. te[ 6 ] = b * c;
  147. te[ 10 ] = a * c;
  148. } else if ( euler.order === 'YZX' ) {
  149. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  150. te[ 0 ] = c * e;
  151. te[ 4 ] = bd - ac * f;
  152. te[ 8 ] = bc * f + ad;
  153. te[ 1 ] = f;
  154. te[ 5 ] = a * e;
  155. te[ 9 ] = - b * e;
  156. te[ 2 ] = - d * e;
  157. te[ 6 ] = ad * f + bc;
  158. te[ 10 ] = ac - bd * f;
  159. } else if ( euler.order === 'XZY' ) {
  160. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  161. te[ 0 ] = c * e;
  162. te[ 4 ] = - f;
  163. te[ 8 ] = d * e;
  164. te[ 1 ] = ac * f + bd;
  165. te[ 5 ] = a * e;
  166. te[ 9 ] = ad * f - bc;
  167. te[ 2 ] = bc * f - ad;
  168. te[ 6 ] = b * e;
  169. te[ 10 ] = bd * f + ac;
  170. }
  171. // last column
  172. te[ 3 ] = 0;
  173. te[ 7 ] = 0;
  174. te[ 11 ] = 0;
  175. // bottom row
  176. te[ 12 ] = 0;
  177. te[ 13 ] = 0;
  178. te[ 14 ] = 0;
  179. te[ 15 ] = 1;
  180. return this;
  181. },
  182. makeRotationFromQuaternion: function ( q ) {
  183. var te = this.elements;
  184. var x = q.x, y = q.y, z = q.z, w = q.w;
  185. var x2 = x + x, y2 = y + y, z2 = z + z;
  186. var xx = x * x2, xy = x * y2, xz = x * z2;
  187. var yy = y * y2, yz = y * z2, zz = z * z2;
  188. var wx = w * x2, wy = w * y2, wz = w * z2;
  189. te[ 0 ] = 1 - ( yy + zz );
  190. te[ 4 ] = xy - wz;
  191. te[ 8 ] = xz + wy;
  192. te[ 1 ] = xy + wz;
  193. te[ 5 ] = 1 - ( xx + zz );
  194. te[ 9 ] = yz - wx;
  195. te[ 2 ] = xz - wy;
  196. te[ 6 ] = yz + wx;
  197. te[ 10 ] = 1 - ( xx + yy );
  198. // last column
  199. te[ 3 ] = 0;
  200. te[ 7 ] = 0;
  201. te[ 11 ] = 0;
  202. // bottom row
  203. te[ 12 ] = 0;
  204. te[ 13 ] = 0;
  205. te[ 14 ] = 0;
  206. te[ 15 ] = 1;
  207. return this;
  208. },
  209. lookAt: function () {
  210. var x, y, z;
  211. return function ( eye, target, up ) {
  212. if ( x === undefined ) x = new THREE.Vector3();
  213. if ( y === undefined ) y = new THREE.Vector3();
  214. if ( z === undefined ) z = new THREE.Vector3();
  215. var te = this.elements;
  216. z.subVectors( eye, target ).normalize();
  217. if ( z.lengthSq() === 0 ) {
  218. z.z = 1;
  219. }
  220. x.crossVectors( up, z ).normalize();
  221. if ( x.lengthSq() === 0 ) {
  222. z.x += 0.0001;
  223. x.crossVectors( up, z ).normalize();
  224. }
  225. y.crossVectors( z, x );
  226. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  227. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  228. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  229. return this;
  230. };
  231. }(),
  232. multiply: function ( m, n ) {
  233. if ( n !== undefined ) {
  234. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  235. return this.multiplyMatrices( m, n );
  236. }
  237. return this.multiplyMatrices( this, m );
  238. },
  239. multiplyMatrices: function ( a, b ) {
  240. var ae = a.elements;
  241. var be = b.elements;
  242. var te = this.elements;
  243. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  244. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  245. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  246. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  247. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  248. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  249. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  250. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  251. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  252. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  253. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  254. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  255. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  256. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  257. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  258. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  259. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  260. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  261. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  262. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  263. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  264. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  265. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  266. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  267. return this;
  268. },
  269. multiplyToArray: function ( a, b, r ) {
  270. var te = this.elements;
  271. this.multiplyMatrices( a, b );
  272. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  273. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  274. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  275. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  276. return this;
  277. },
  278. multiplyScalar: function ( s ) {
  279. var te = this.elements;
  280. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  281. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  282. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  283. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  284. return this;
  285. },
  286. applyToVector3Array: function () {
  287. var v1;
  288. return function ( array, offset, length ) {
  289. if ( v1 === undefined ) v1 = new THREE.Vector3();
  290. if ( offset === undefined ) offset = 0;
  291. if ( length === undefined ) length = array.length;
  292. for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
  293. v1.fromArray( array, j );
  294. v1.applyMatrix4( this );
  295. v1.toArray( array, j );
  296. }
  297. return array;
  298. };
  299. }(),
  300. applyToBuffer: function () {
  301. var v1;
  302. return function applyToBuffer( buffer, offset, length ) {
  303. if ( v1 === undefined ) v1 = new THREE.Vector3();
  304. if ( offset === undefined ) offset = 0;
  305. if ( length === undefined ) length = buffer.length / buffer.itemSize;
  306. for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
  307. v1.x = buffer.getX( j );
  308. v1.y = buffer.getY( j );
  309. v1.z = buffer.getZ( j );
  310. v1.applyMatrix4( this );
  311. buffer.setXYZ( v1.x, v1.y, v1.z );
  312. }
  313. return buffer;
  314. };
  315. }(),
  316. determinant: function () {
  317. var te = this.elements;
  318. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  319. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  320. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  321. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  322. //TODO: make this more efficient
  323. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  324. return (
  325. n41 * (
  326. + n14 * n23 * n32
  327. - n13 * n24 * n32
  328. - n14 * n22 * n33
  329. + n12 * n24 * n33
  330. + n13 * n22 * n34
  331. - n12 * n23 * n34
  332. ) +
  333. n42 * (
  334. + n11 * n23 * n34
  335. - n11 * n24 * n33
  336. + n14 * n21 * n33
  337. - n13 * n21 * n34
  338. + n13 * n24 * n31
  339. - n14 * n23 * n31
  340. ) +
  341. n43 * (
  342. + n11 * n24 * n32
  343. - n11 * n22 * n34
  344. - n14 * n21 * n32
  345. + n12 * n21 * n34
  346. + n14 * n22 * n31
  347. - n12 * n24 * n31
  348. ) +
  349. n44 * (
  350. - n13 * n22 * n31
  351. - n11 * n23 * n32
  352. + n11 * n22 * n33
  353. + n13 * n21 * n32
  354. - n12 * n21 * n33
  355. + n12 * n23 * n31
  356. )
  357. );
  358. },
  359. transpose: function () {
  360. var te = this.elements;
  361. var tmp;
  362. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  363. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  364. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  365. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  366. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  367. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  368. return this;
  369. },
  370. flattenToArrayOffset: function ( array, offset ) {
  371. var te = this.elements;
  372. array[ offset ] = te[ 0 ];
  373. array[ offset + 1 ] = te[ 1 ];
  374. array[ offset + 2 ] = te[ 2 ];
  375. array[ offset + 3 ] = te[ 3 ];
  376. array[ offset + 4 ] = te[ 4 ];
  377. array[ offset + 5 ] = te[ 5 ];
  378. array[ offset + 6 ] = te[ 6 ];
  379. array[ offset + 7 ] = te[ 7 ];
  380. array[ offset + 8 ] = te[ 8 ];
  381. array[ offset + 9 ] = te[ 9 ];
  382. array[ offset + 10 ] = te[ 10 ];
  383. array[ offset + 11 ] = te[ 11 ];
  384. array[ offset + 12 ] = te[ 12 ];
  385. array[ offset + 13 ] = te[ 13 ];
  386. array[ offset + 14 ] = te[ 14 ];
  387. array[ offset + 15 ] = te[ 15 ];
  388. return array;
  389. },
  390. getPosition: function () {
  391. var v1;
  392. return function () {
  393. if ( v1 === undefined ) v1 = new THREE.Vector3();
  394. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  395. var te = this.elements;
  396. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  397. };
  398. }(),
  399. setPosition: function ( v ) {
  400. var te = this.elements;
  401. te[ 12 ] = v.x;
  402. te[ 13 ] = v.y;
  403. te[ 14 ] = v.z;
  404. return this;
  405. },
  406. getInverse: function ( m, throwOnDegenerate ) {
  407. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  408. var te = this.elements,
  409. me = m.elements,
  410. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  411. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  412. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  413. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  414. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  415. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  416. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  417. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  418. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  419. if ( det === 0 ) {
  420. var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  421. if ( throwOnDegenerate || false ) {
  422. throw new Error( msg );
  423. } else {
  424. console.warn( msg );
  425. }
  426. return this.identity();
  427. }
  428. te[ 0 ] = t11;
  429. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  430. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  431. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  432. te[ 4 ] = t12;
  433. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  434. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  435. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  436. te[ 8 ] = t13;
  437. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  438. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  439. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  440. te[ 12 ] = t14;
  441. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  442. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  443. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  444. return this.multiplyScalar( 1 / det );
  445. },
  446. scale: function ( v ) {
  447. var te = this.elements;
  448. var x = v.x, y = v.y, z = v.z;
  449. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  450. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  451. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  452. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  453. return this;
  454. },
  455. getMaxScaleOnAxis: function () {
  456. var te = this.elements;
  457. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  458. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  459. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  460. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  461. },
  462. makeTranslation: function ( x, y, z ) {
  463. this.set(
  464. 1, 0, 0, x,
  465. 0, 1, 0, y,
  466. 0, 0, 1, z,
  467. 0, 0, 0, 1
  468. );
  469. return this;
  470. },
  471. makeRotationX: function ( theta ) {
  472. var c = Math.cos( theta ), s = Math.sin( theta );
  473. this.set(
  474. 1, 0, 0, 0,
  475. 0, c, - s, 0,
  476. 0, s, c, 0,
  477. 0, 0, 0, 1
  478. );
  479. return this;
  480. },
  481. makeRotationY: function ( theta ) {
  482. var c = Math.cos( theta ), s = Math.sin( theta );
  483. this.set(
  484. c, 0, s, 0,
  485. 0, 1, 0, 0,
  486. - s, 0, c, 0,
  487. 0, 0, 0, 1
  488. );
  489. return this;
  490. },
  491. makeRotationZ: function ( theta ) {
  492. var c = Math.cos( theta ), s = Math.sin( theta );
  493. this.set(
  494. c, - s, 0, 0,
  495. s, c, 0, 0,
  496. 0, 0, 1, 0,
  497. 0, 0, 0, 1
  498. );
  499. return this;
  500. },
  501. makeRotationAxis: function ( axis, angle ) {
  502. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  503. var c = Math.cos( angle );
  504. var s = Math.sin( angle );
  505. var t = 1 - c;
  506. var x = axis.x, y = axis.y, z = axis.z;
  507. var tx = t * x, ty = t * y;
  508. this.set(
  509. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  510. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  511. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  512. 0, 0, 0, 1
  513. );
  514. return this;
  515. },
  516. makeScale: function ( x, y, z ) {
  517. this.set(
  518. x, 0, 0, 0,
  519. 0, y, 0, 0,
  520. 0, 0, z, 0,
  521. 0, 0, 0, 1
  522. );
  523. return this;
  524. },
  525. compose: function ( position, quaternion, scale ) {
  526. this.makeRotationFromQuaternion( quaternion );
  527. this.scale( scale );
  528. this.setPosition( position );
  529. return this;
  530. },
  531. decompose: function () {
  532. var vector, matrix;
  533. return function ( position, quaternion, scale ) {
  534. if ( vector === undefined ) vector = new THREE.Vector3();
  535. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  536. var te = this.elements;
  537. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  538. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  539. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  540. // if determine is negative, we need to invert one scale
  541. var det = this.determinant();
  542. if ( det < 0 ) {
  543. sx = - sx;
  544. }
  545. position.x = te[ 12 ];
  546. position.y = te[ 13 ];
  547. position.z = te[ 14 ];
  548. // scale the rotation part
  549. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  550. var invSX = 1 / sx;
  551. var invSY = 1 / sy;
  552. var invSZ = 1 / sz;
  553. matrix.elements[ 0 ] *= invSX;
  554. matrix.elements[ 1 ] *= invSX;
  555. matrix.elements[ 2 ] *= invSX;
  556. matrix.elements[ 4 ] *= invSY;
  557. matrix.elements[ 5 ] *= invSY;
  558. matrix.elements[ 6 ] *= invSY;
  559. matrix.elements[ 8 ] *= invSZ;
  560. matrix.elements[ 9 ] *= invSZ;
  561. matrix.elements[ 10 ] *= invSZ;
  562. quaternion.setFromRotationMatrix( matrix );
  563. scale.x = sx;
  564. scale.y = sy;
  565. scale.z = sz;
  566. return this;
  567. };
  568. }(),
  569. makeFrustum: function ( left, right, bottom, top, near, far ) {
  570. var te = this.elements;
  571. var x = 2 * near / ( right - left );
  572. var y = 2 * near / ( top - bottom );
  573. var a = ( right + left ) / ( right - left );
  574. var b = ( top + bottom ) / ( top - bottom );
  575. var c = - ( far + near ) / ( far - near );
  576. var d = - 2 * far * near / ( far - near );
  577. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  578. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  579. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  580. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  581. return this;
  582. },
  583. makePerspective: function ( fov, aspect, near, far ) {
  584. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  585. var ymin = - ymax;
  586. var xmin = ymin * aspect;
  587. var xmax = ymax * aspect;
  588. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  589. },
  590. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  591. var te = this.elements;
  592. var w = 1.0 / ( right - left );
  593. var h = 1.0 / ( top - bottom );
  594. var p = 1.0 / ( far - near );
  595. var x = ( right + left ) * w;
  596. var y = ( top + bottom ) * h;
  597. var z = ( far + near ) * p;
  598. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  599. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  600. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  601. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  602. return this;
  603. },
  604. equals: function ( matrix ) {
  605. var te = this.elements;
  606. var me = matrix.elements;
  607. for ( var i = 0; i < 16; i ++ ) {
  608. if ( te[ i ] !== me[ i ] ) return false;
  609. }
  610. return true;
  611. },
  612. fromArray: function ( array ) {
  613. this.elements.set( array );
  614. return this;
  615. },
  616. toArray: function () {
  617. var te = this.elements;
  618. return [
  619. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  620. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  621. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  622. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  623. ];
  624. }
  625. };