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- /**
- * @author mrdoob / 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/
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements = new Float32Array( 16 );
- // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
- // we should not support semi specification of Matrix4, it is just weird.
- te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
- te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
- te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
- te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
- };
- THREE.Matrix4.prototype = {
- constructor: THREE.Matrix4,
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
- te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
- te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
- te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
- te[3] = n41; te[7] = n42; te[11] = n43; te[15] = 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 ) {
- var me = m.elements;
- this.set(
- me[0], me[4], me[8], me[12],
- me[1], me[5], me[9], me[13],
- me[2], me[6], me[10], me[14],
- me[3], me[7], me[11], me[15]
- );
- return this;
- },
- setRotationFromEuler: function ( v, order ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
- if ( order === undefined || order === 'XYZ' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = - c * f;
- te[8] = d;
- te[1] = af + be * d;
- te[5] = ae - bf * d;
- te[9] = - b * c;
- te[2] = bf - ae * d;
- te[6] = be + af * d;
- te[10] = a * c;
- } else if ( order === 'YXZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce + df * b;
- te[4] = de * b - cf;
- te[8] = a * d;
- te[1] = a * f;
- te[5] = a * e;
- te[9] = - b;
- te[2] = cf * b - de;
- te[6] = df + ce * b;
- te[10] = a * c;
- } else if ( order === 'ZXY' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce - df * b;
- te[4] = - a * f;
- te[8] = de + cf * b;
- te[1] = cf + de * b;
- te[5] = a * e;
- te[9] = df - ce * b;
- te[2] = - a * d;
- te[6] = b;
- te[10] = a * c;
- } else if ( order === 'ZYX' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = be * d - af;
- te[8] = ae * d + bf;
- te[1] = c * f;
- te[5] = bf * d + ae;
- te[9] = af * d - be;
- te[2] = - d;
- te[6] = b * c;
- te[10] = a * c;
- } else if ( order === 'YZX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = bd - ac * f;
- te[8] = bc * f + ad;
- te[1] = f;
- te[5] = a * e;
- te[9] = - b * e;
- te[2] = - d * e;
- te[6] = ad * f + bc;
- te[10] = ac - bd * f;
- } else if ( order === 'XZY' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = - f;
- te[8] = d * e;
- te[1] = ac * f + bd;
- te[5] = a * e;
- te[9] = ad * f - bc;
- te[2] = bc * f - ad;
- te[6] = b * e;
- te[10] = bd * f + ac;
- }
- return this;
- },
- setRotationFromQuaternion: function ( q ) {
- var te = this.elements;
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
- te[0] = 1 - ( yy + zz );
- te[4] = xy - wz;
- te[8] = xz + wy;
- te[1] = xy + wz;
- te[5] = 1 - ( xx + zz );
- te[9] = yz - wx;
- te[2] = xz - wy;
- te[6] = yz + wx;
- te[10] = 1 - ( xx + yy );
- return this;
- },
- lookAt: function() {
- var x = new THREE.Vector3();
- var y = new THREE.Vector3();
- var z = new THREE.Vector3();
- return function ( eye, target, up ) {
- var te = this.elements;
- z.subVectors( eye, target ).normalize();
- if ( z.length() === 0 ) {
- z.z = 1;
- }
- x.crossVectors( up, z ).normalize();
- if ( x.length() === 0 ) {
- z.x += 0.0001;
- x.crossVectors( up, z ).normalize();
- }
- y.crossVectors( z, x );
- te[0] = x.x; te[4] = y.x; te[8] = z.x;
- te[1] = x.y; te[5] = y.y; te[9] = z.y;
- te[2] = x.z; te[6] = y.z; te[10] = z.z;
- return this;
- };
- }(),
- multiply: function ( m, n ) {
- if ( n !== undefined ) {
- console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
- }
- return this.multiplyMatrices( this, m );
- },
- multiplyMatrices: function ( a, b ) {
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
- var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
- var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
- var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
- var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
- var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
- var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
- var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
- var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- },
- multiplyToArray: function ( a, b, r ) {
- var te = this.elements;
- this.multiplyMatrices( a, b );
- r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
- r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
- r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
- r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
- return this;
- },
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
- te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
- te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
- te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
- return this;
- },
- multiplyVector3: function ( vector ) {
- console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
- return vector.applyProjection( this );
- },
- multiplyVector4: function ( vector ) {
- console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
- },
- multiplyVector3Array: function() {
- var v1 = new THREE.Vector3();
- return function ( a ) {
- for ( var i = 0, il = a.length; i < il; i += 3 ) {
- v1.x = a[ i ];
- v1.y = a[ i + 1 ];
- v1.z = a[ i + 2 ];
- v1.applyProjection( this );
- a[ i ] = v1.x;
- a[ i + 1 ] = v1.y;
- a[ i + 2 ] = v1.z;
- }
- return a;
- };
- }(),
- rotateAxis: function ( v ) {
- console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
- v.transformDirection( this );
- },
- crossVector: function ( a ) {
- var te = this.elements;
- var v = new THREE.Vector4();
- v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
- v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
- v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
- v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
- return v;
- },
- determinant: function () {
- var te = this.elements;
- var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
- var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
- var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
- var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n41 * (
- +n14 * n23 * n32
- -n13 * n24 * n32
- -n14 * n22 * n33
- +n12 * n24 * n33
- +n13 * n22 * n34
- -n12 * n23 * n34
- ) +
- n42 * (
- +n11 * n23 * n34
- -n11 * n24 * n33
- +n14 * n21 * n33
- -n13 * n21 * n34
- +n13 * n24 * n31
- -n14 * n23 * n31
- ) +
- n43 * (
- +n11 * n24 * n32
- -n11 * n22 * n34
- -n14 * n21 * n32
- +n12 * n21 * n34
- +n14 * n22 * n31
- -n12 * n24 * n31
- ) +
- n44 * (
- -n13 * n22 * n31
- -n11 * n23 * n32
- +n11 * n22 * n33
- +n13 * n21 * n32
- -n12 * n21 * n33
- +n12 * n23 * n31
- )
- );
- },
- transpose: function () {
- var te = this.elements;
- var tmp;
- tmp = te[1]; te[1] = te[4]; te[4] = tmp;
- tmp = te[2]; te[2] = te[8]; te[8] = tmp;
- tmp = te[6]; te[6] = te[9]; te[9] = tmp;
- tmp = te[3]; te[3] = te[12]; te[12] = tmp;
- tmp = te[7]; te[7] = te[13]; te[13] = tmp;
- tmp = te[11]; te[11] = te[14]; te[14] = tmp;
- return this;
- },
- flattenToArray: function ( flat ) {
- var te = this.elements;
- flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
- flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
- flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
- flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
- return flat;
- },
- flattenToArrayOffset: function( flat, offset ) {
- var te = this.elements;
- flat[ offset ] = te[0];
- flat[ offset + 1 ] = te[1];
- flat[ offset + 2 ] = te[2];
- flat[ offset + 3 ] = te[3];
- flat[ offset + 4 ] = te[4];
- flat[ offset + 5 ] = te[5];
- flat[ offset + 6 ] = te[6];
- flat[ offset + 7 ] = te[7];
- flat[ offset + 8 ] = te[8];
- flat[ offset + 9 ] = te[9];
- flat[ offset + 10 ] = te[10];
- flat[ offset + 11 ] = te[11];
- flat[ offset + 12 ] = te[12];
- flat[ offset + 13 ] = te[13];
- flat[ offset + 14 ] = te[14];
- flat[ offset + 15 ] = te[15];
- return flat;
- },
- getPosition: function() {
- var v1 = new THREE.Vector3();
- return function () {
- console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
- var te = this.elements;
- return v1.set( te[12], te[13], te[14] );
- };
- }(),
- setPosition: function ( v ) {
- var te = this.elements;
- te[12] = v.x;
- te[13] = v.y;
- te[14] = v.z;
- return this;
- },
- getInverse: function ( m, throwOnInvertible ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
- var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
- var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
- var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
- var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
- te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
- te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
- te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
- te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
- te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
- te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
- te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
- te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
- te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
- te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
- te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
- te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
- te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
- te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
- te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
- te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
- var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
- if ( det == 0 ) {
- var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
- if ( throwOnInvertible || false ) {
- throw new Error( msg );
- } else {
- console.warn( msg );
- }
- this.identity();
- return this;
- }
- this.multiplyScalar( 1 / det );
- return this;
- },
- extractPosition: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- te[12] = me[12];
- te[13] = me[13];
- te[14] = me[14];
- return this;
- },
- extractRotation: function() {
- var v1 = new THREE.Vector3();
- return function ( m ) {
- var te = this.elements;
- var me = m.elements;
- var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
- var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
- var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
- te[0] = me[0] * scaleX;
- te[1] = me[1] * scaleX;
- te[2] = me[2] * scaleX;
- te[4] = me[4] * scaleY;
- te[5] = me[5] * scaleY;
- te[6] = me[6] * scaleY;
- te[8] = me[8] * scaleZ;
- te[9] = me[9] * scaleZ;
- te[10] = me[10] * scaleZ;
- return this;
- };
- }(),
- translate: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
- te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
- te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
- te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
- return this;
- },
- rotateX: function ( angle ) {
- var te = this.elements;
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[4] = c * m12 + s * m13;
- te[5] = c * m22 + s * m23;
- te[6] = c * m32 + s * m33;
- te[7] = c * m42 + s * m43;
- te[8] = c * m13 - s * m12;
- te[9] = c * m23 - s * m22;
- te[10] = c * m33 - s * m32;
- te[11] = c * m43 - s * m42;
- return this;
- },
- rotateY: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 - s * m13;
- te[1] = c * m21 - s * m23;
- te[2] = c * m31 - s * m33;
- te[3] = c * m41 - s * m43;
- te[8] = c * m13 + s * m11;
- te[9] = c * m23 + s * m21;
- te[10] = c * m33 + s * m31;
- te[11] = c * m43 + s * m41;
- return this;
- },
- rotateZ: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 + s * m12;
- te[1] = c * m21 + s * m22;
- te[2] = c * m31 + s * m32;
- te[3] = c * m41 + s * m42;
- te[4] = c * m12 - s * m11;
- te[5] = c * m22 - s * m21;
- te[6] = c * m32 - s * m31;
- te[7] = c * m42 - s * m41;
- return this;
- },
- rotateByAxis: function ( axis, angle ) {
- var te = this.elements;
- // 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;
- var 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;
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var oneMinusCosine = 1 - c;
- var xy = x * y * oneMinusCosine;
- var xz = x * z * oneMinusCosine;
- var yz = y * z * oneMinusCosine;
- var xs = x * s;
- var ys = y * s;
- var zs = z * s;
- var r11 = xx + (1 - xx) * c;
- var r21 = xy + zs;
- var r31 = xz - ys;
- var r12 = xy - zs;
- var r22 = yy + (1 - yy) * c;
- var r32 = yz + xs;
- var r13 = xz + ys;
- var r23 = yz - xs;
- var r33 = zz + (1 - zz) * c;
- var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
- var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
- var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
- te[0] = r11 * m11 + r21 * m12 + r31 * m13;
- te[1] = r11 * m21 + r21 * m22 + r31 * m23;
- te[2] = r11 * m31 + r21 * m32 + r31 * m33;
- te[3] = r11 * m41 + r21 * m42 + r31 * m43;
- te[4] = r12 * m11 + r22 * m12 + r32 * m13;
- te[5] = r12 * m21 + r22 * m22 + r32 * m23;
- te[6] = r12 * m31 + r22 * m32 + r32 * m33;
- te[7] = r12 * m41 + r22 * m42 + r32 * m43;
- te[8] = r13 * m11 + r23 * m12 + r33 * m13;
- te[9] = r13 * m21 + r23 * m22 + r33 * m23;
- te[10] = r13 * m31 + r23 * m32 + r33 * m33;
- te[11] = r13 * m41 + r23 * m42 + r33 * m43;
- return this;
- },
- scale: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[0] *= x; te[4] *= y; te[8] *= z;
- te[1] *= x; te[5] *= y; te[9] *= z;
- te[2] *= x; te[6] *= y; te[10] *= z;
- te[3] *= x; te[7] *= y; te[11] *= z;
- return this;
- },
- getMaxScaleOnAxis: function () {
- var te = this.elements;
- var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
- var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
- var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
- return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
- },
- makeTranslation: function ( x, y, z ) {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationX: 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;
- },
- makeRotationY: 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;
- },
- makeRotationZ: 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;
- },
- makeRotationAxis: function ( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var 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;
- },
- makeScale: function ( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeFrustum: function ( left, right, bottom, top, near, far ) {
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
- te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
- te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
- te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
- te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
- return this;
- },
- makePerspective: function ( fov, aspect, near, far ) {
- var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
- },
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
- te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
- te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
- te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
- te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
- return this;
- },
- clone: function () {
- var te = this.elements;
- return new THREE.Matrix4(
- te[0], te[4], te[8], te[12],
- te[1], te[5], te[9], te[13],
- te[2], te[6], te[10], te[14],
- te[3], te[7], te[11], te[15]
- );
- }
- };
- THREE.extend( THREE.Matrix4.prototype, {
- compose: function() {
- var mRotation = new THREE.Matrix4();
- var mScale = new THREE.Matrix4();
- return function ( position, quaternion, scale ) {
- var te = this.elements;
- mRotation.identity();
- mRotation.setRotationFromQuaternion( quaternion );
- mScale.makeScale( scale.x, scale.y, scale.z );
- this.multiplyMatrices( mRotation, mScale );
- te[12] = position.x;
- te[13] = position.y;
- te[14] = position.z;
- return this;
- };
- }(),
- decompose: function() {
- var x = new THREE.Vector3();
- var y = new THREE.Vector3();
- var z = new THREE.Vector3();
- var matrix = new THREE.Matrix4();
- return function ( position, quaternion, scale ) {
- var te = this.elements;
- // grab the axis vectors
- x.set( te[0], te[1], te[2] );
- y.set( te[4], te[5], te[6] );
- z.set( te[8], te[9], te[10] );
- position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
- quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
- scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
- scale.x = x.length();
- scale.y = y.length();
- scale.z = z.length();
- position.x = te[12];
- position.y = te[13];
- position.z = te[14];
- // scale the rotation part
- matrix.copy( this );
- matrix.elements[0] /= scale.x;
- matrix.elements[1] /= scale.x;
- matrix.elements[2] /= scale.x;
- matrix.elements[4] /= scale.y;
- matrix.elements[5] /= scale.y;
- matrix.elements[6] /= scale.y;
- matrix.elements[8] /= scale.z;
- matrix.elements[9] /= scale.z;
- matrix.elements[10] /= scale.z;
- quaternion.setFromRotationMatrix( matrix );
- return [ position, quaternion, scale ];
- };
- }()
- } );
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