Matrix4.js 23 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://exocortex.com
  11. * @author WestLangley / http://github.com/WestLangley
  12. */
  13. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  14. var te = this.elements = new Float32Array( 16 );
  15. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  16. // we should not support semi specification of Matrix4, it is just weird.
  17. te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  18. te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  19. te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  20. te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
  21. };
  22. THREE.Matrix4.prototype = {
  23. constructor: THREE.Matrix4,
  24. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  25. var te = this.elements;
  26. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  27. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  28. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  29. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  30. return this;
  31. },
  32. identity: function () {
  33. this.set(
  34. 1, 0, 0, 0,
  35. 0, 1, 0, 0,
  36. 0, 0, 1, 0,
  37. 0, 0, 0, 1
  38. );
  39. return this;
  40. },
  41. copy: function ( m ) {
  42. var me = m.elements;
  43. this.set(
  44. me[0], me[4], me[8], me[12],
  45. me[1], me[5], me[9], me[13],
  46. me[2], me[6], me[10], me[14],
  47. me[3], me[7], me[11], me[15]
  48. );
  49. return this;
  50. },
  51. setRotationFromEuler: function ( v, order ) {
  52. var te = this.elements;
  53. var x = v.x, y = v.y, z = v.z;
  54. var a = Math.cos( x ), b = Math.sin( x );
  55. var c = Math.cos( y ), d = Math.sin( y );
  56. var e = Math.cos( z ), f = Math.sin( z );
  57. if ( order === undefined || order === 'XYZ' ) {
  58. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  59. te[0] = c * e;
  60. te[4] = - c * f;
  61. te[8] = d;
  62. te[1] = af + be * d;
  63. te[5] = ae - bf * d;
  64. te[9] = - b * c;
  65. te[2] = bf - ae * d;
  66. te[6] = be + af * d;
  67. te[10] = a * c;
  68. } else if ( order === 'YXZ' ) {
  69. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  70. te[0] = ce + df * b;
  71. te[4] = de * b - cf;
  72. te[8] = a * d;
  73. te[1] = a * f;
  74. te[5] = a * e;
  75. te[9] = - b;
  76. te[2] = cf * b - de;
  77. te[6] = df + ce * b;
  78. te[10] = a * c;
  79. } else if ( order === 'ZXY' ) {
  80. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  81. te[0] = ce - df * b;
  82. te[4] = - a * f;
  83. te[8] = de + cf * b;
  84. te[1] = cf + de * b;
  85. te[5] = a * e;
  86. te[9] = df - ce * b;
  87. te[2] = - a * d;
  88. te[6] = b;
  89. te[10] = a * c;
  90. } else if ( order === 'ZYX' ) {
  91. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  92. te[0] = c * e;
  93. te[4] = be * d - af;
  94. te[8] = ae * d + bf;
  95. te[1] = c * f;
  96. te[5] = bf * d + ae;
  97. te[9] = af * d - be;
  98. te[2] = - d;
  99. te[6] = b * c;
  100. te[10] = a * c;
  101. } else if ( order === 'YZX' ) {
  102. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  103. te[0] = c * e;
  104. te[4] = bd - ac * f;
  105. te[8] = bc * f + ad;
  106. te[1] = f;
  107. te[5] = a * e;
  108. te[9] = - b * e;
  109. te[2] = - d * e;
  110. te[6] = ad * f + bc;
  111. te[10] = ac - bd * f;
  112. } else if ( order === 'XZY' ) {
  113. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  114. te[0] = c * e;
  115. te[4] = - f;
  116. te[8] = d * e;
  117. te[1] = ac * f + bd;
  118. te[5] = a * e;
  119. te[9] = ad * f - bc;
  120. te[2] = bc * f - ad;
  121. te[6] = b * e;
  122. te[10] = bd * f + ac;
  123. }
  124. return this;
  125. },
  126. setRotationFromQuaternion: function ( q ) {
  127. var te = this.elements;
  128. var x = q.x, y = q.y, z = q.z, w = q.w;
  129. var x2 = x + x, y2 = y + y, z2 = z + z;
  130. var xx = x * x2, xy = x * y2, xz = x * z2;
  131. var yy = y * y2, yz = y * z2, zz = z * z2;
  132. var wx = w * x2, wy = w * y2, wz = w * z2;
  133. te[0] = 1 - ( yy + zz );
  134. te[4] = xy - wz;
  135. te[8] = xz + wy;
  136. te[1] = xy + wz;
  137. te[5] = 1 - ( xx + zz );
  138. te[9] = yz - wx;
  139. te[2] = xz - wy;
  140. te[6] = yz + wx;
  141. te[10] = 1 - ( xx + yy );
  142. return this;
  143. },
  144. lookAt: function() {
  145. var x = new THREE.Vector3();
  146. var y = new THREE.Vector3();
  147. var z = new THREE.Vector3();
  148. return function ( eye, target, up ) {
  149. var te = this.elements;
  150. z.subVectors( eye, target ).normalize();
  151. if ( z.length() === 0 ) {
  152. z.z = 1;
  153. }
  154. x.crossVectors( up, z ).normalize();
  155. if ( x.length() === 0 ) {
  156. z.x += 0.0001;
  157. x.crossVectors( up, z ).normalize();
  158. }
  159. y.crossVectors( z, x );
  160. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  161. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  162. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  163. return this;
  164. };
  165. }(),
  166. multiply: function ( m, n ) {
  167. if ( n !== undefined ) {
  168. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  169. return this.multiplyMatrices( m, n );
  170. }
  171. return this.multiplyMatrices( this, m );
  172. },
  173. multiplyMatrices: function ( a, b ) {
  174. var ae = a.elements;
  175. var be = b.elements;
  176. var te = this.elements;
  177. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  178. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  179. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  180. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  181. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  182. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  183. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  184. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  185. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  186. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  187. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  188. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  189. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  190. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  191. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  192. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  193. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  194. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  195. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  196. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  197. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  198. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  199. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  200. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  201. return this;
  202. },
  203. multiplyToArray: function ( a, b, r ) {
  204. var te = this.elements;
  205. this.multiplyMatrices( a, b );
  206. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  207. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  208. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  209. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  210. return this;
  211. },
  212. multiplyScalar: function ( s ) {
  213. var te = this.elements;
  214. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  215. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  216. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  217. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  218. return this;
  219. },
  220. multiplyVector3: function ( vector ) {
  221. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  222. return vector.applyProjection( this );
  223. },
  224. multiplyVector4: function ( vector ) {
  225. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  226. return vector.applyMatrix4( this );
  227. },
  228. multiplyVector3Array: function() {
  229. var v1 = new THREE.Vector3();
  230. return function ( a ) {
  231. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  232. v1.x = a[ i ];
  233. v1.y = a[ i + 1 ];
  234. v1.z = a[ i + 2 ];
  235. v1.applyProjection( this );
  236. a[ i ] = v1.x;
  237. a[ i + 1 ] = v1.y;
  238. a[ i + 2 ] = v1.z;
  239. }
  240. return a;
  241. };
  242. }(),
  243. rotateAxis: function ( v ) {
  244. console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  245. v.transformDirection( this );
  246. },
  247. crossVector: function ( a ) {
  248. var te = this.elements;
  249. var v = new THREE.Vector4();
  250. v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
  251. v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
  252. v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
  253. v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
  254. return v;
  255. },
  256. determinant: function () {
  257. var te = this.elements;
  258. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  259. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  260. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  261. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  262. //TODO: make this more efficient
  263. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  264. return (
  265. n41 * (
  266. +n14 * n23 * n32
  267. -n13 * n24 * n32
  268. -n14 * n22 * n33
  269. +n12 * n24 * n33
  270. +n13 * n22 * n34
  271. -n12 * n23 * n34
  272. ) +
  273. n42 * (
  274. +n11 * n23 * n34
  275. -n11 * n24 * n33
  276. +n14 * n21 * n33
  277. -n13 * n21 * n34
  278. +n13 * n24 * n31
  279. -n14 * n23 * n31
  280. ) +
  281. n43 * (
  282. +n11 * n24 * n32
  283. -n11 * n22 * n34
  284. -n14 * n21 * n32
  285. +n12 * n21 * n34
  286. +n14 * n22 * n31
  287. -n12 * n24 * n31
  288. ) +
  289. n44 * (
  290. -n13 * n22 * n31
  291. -n11 * n23 * n32
  292. +n11 * n22 * n33
  293. +n13 * n21 * n32
  294. -n12 * n21 * n33
  295. +n12 * n23 * n31
  296. )
  297. );
  298. },
  299. transpose: function () {
  300. var te = this.elements;
  301. var tmp;
  302. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  303. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  304. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  305. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  306. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  307. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  308. return this;
  309. },
  310. flattenToArray: function ( flat ) {
  311. var te = this.elements;
  312. flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
  313. flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
  314. flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
  315. flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
  316. return flat;
  317. },
  318. flattenToArrayOffset: function( flat, offset ) {
  319. var te = this.elements;
  320. flat[ offset ] = te[0];
  321. flat[ offset + 1 ] = te[1];
  322. flat[ offset + 2 ] = te[2];
  323. flat[ offset + 3 ] = te[3];
  324. flat[ offset + 4 ] = te[4];
  325. flat[ offset + 5 ] = te[5];
  326. flat[ offset + 6 ] = te[6];
  327. flat[ offset + 7 ] = te[7];
  328. flat[ offset + 8 ] = te[8];
  329. flat[ offset + 9 ] = te[9];
  330. flat[ offset + 10 ] = te[10];
  331. flat[ offset + 11 ] = te[11];
  332. flat[ offset + 12 ] = te[12];
  333. flat[ offset + 13 ] = te[13];
  334. flat[ offset + 14 ] = te[14];
  335. flat[ offset + 15 ] = te[15];
  336. return flat;
  337. },
  338. getPosition: function() {
  339. var v1 = new THREE.Vector3();
  340. return function () {
  341. console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
  342. var te = this.elements;
  343. return v1.set( te[12], te[13], te[14] );
  344. };
  345. }(),
  346. setPosition: function ( v ) {
  347. var te = this.elements;
  348. te[12] = v.x;
  349. te[13] = v.y;
  350. te[14] = v.z;
  351. return this;
  352. },
  353. getInverse: function ( m, throwOnInvertible ) {
  354. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  355. var te = this.elements;
  356. var me = m.elements;
  357. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  358. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  359. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  360. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  361. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  362. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  363. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  364. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  365. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  366. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  367. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  368. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  369. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  370. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  371. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  372. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  373. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  374. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  375. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  376. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  377. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
  378. if ( det == 0 ) {
  379. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  380. if ( throwOnInvertible || false ) {
  381. throw new Error( msg );
  382. } else {
  383. console.warn( msg );
  384. }
  385. this.identity();
  386. return this;
  387. }
  388. this.multiplyScalar( 1 / det );
  389. return this;
  390. },
  391. extractPosition: function ( m ) {
  392. var te = this.elements;
  393. var me = m.elements;
  394. te[12] = me[12];
  395. te[13] = me[13];
  396. te[14] = me[14];
  397. return this;
  398. },
  399. extractRotation: function() {
  400. var v1 = new THREE.Vector3();
  401. return function ( m ) {
  402. var te = this.elements;
  403. var me = m.elements;
  404. var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
  405. var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
  406. var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
  407. te[0] = me[0] * scaleX;
  408. te[1] = me[1] * scaleX;
  409. te[2] = me[2] * scaleX;
  410. te[4] = me[4] * scaleY;
  411. te[5] = me[5] * scaleY;
  412. te[6] = me[6] * scaleY;
  413. te[8] = me[8] * scaleZ;
  414. te[9] = me[9] * scaleZ;
  415. te[10] = me[10] * scaleZ;
  416. return this;
  417. };
  418. }(),
  419. translate: function ( v ) {
  420. var te = this.elements;
  421. var x = v.x, y = v.y, z = v.z;
  422. te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
  423. te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
  424. te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
  425. te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
  426. return this;
  427. },
  428. rotateX: function ( angle ) {
  429. var te = this.elements;
  430. var m12 = te[4];
  431. var m22 = te[5];
  432. var m32 = te[6];
  433. var m42 = te[7];
  434. var m13 = te[8];
  435. var m23 = te[9];
  436. var m33 = te[10];
  437. var m43 = te[11];
  438. var c = Math.cos( angle );
  439. var s = Math.sin( angle );
  440. te[4] = c * m12 + s * m13;
  441. te[5] = c * m22 + s * m23;
  442. te[6] = c * m32 + s * m33;
  443. te[7] = c * m42 + s * m43;
  444. te[8] = c * m13 - s * m12;
  445. te[9] = c * m23 - s * m22;
  446. te[10] = c * m33 - s * m32;
  447. te[11] = c * m43 - s * m42;
  448. return this;
  449. },
  450. rotateY: function ( angle ) {
  451. var te = this.elements;
  452. var m11 = te[0];
  453. var m21 = te[1];
  454. var m31 = te[2];
  455. var m41 = te[3];
  456. var m13 = te[8];
  457. var m23 = te[9];
  458. var m33 = te[10];
  459. var m43 = te[11];
  460. var c = Math.cos( angle );
  461. var s = Math.sin( angle );
  462. te[0] = c * m11 - s * m13;
  463. te[1] = c * m21 - s * m23;
  464. te[2] = c * m31 - s * m33;
  465. te[3] = c * m41 - s * m43;
  466. te[8] = c * m13 + s * m11;
  467. te[9] = c * m23 + s * m21;
  468. te[10] = c * m33 + s * m31;
  469. te[11] = c * m43 + s * m41;
  470. return this;
  471. },
  472. rotateZ: function ( angle ) {
  473. var te = this.elements;
  474. var m11 = te[0];
  475. var m21 = te[1];
  476. var m31 = te[2];
  477. var m41 = te[3];
  478. var m12 = te[4];
  479. var m22 = te[5];
  480. var m32 = te[6];
  481. var m42 = te[7];
  482. var c = Math.cos( angle );
  483. var s = Math.sin( angle );
  484. te[0] = c * m11 + s * m12;
  485. te[1] = c * m21 + s * m22;
  486. te[2] = c * m31 + s * m32;
  487. te[3] = c * m41 + s * m42;
  488. te[4] = c * m12 - s * m11;
  489. te[5] = c * m22 - s * m21;
  490. te[6] = c * m32 - s * m31;
  491. te[7] = c * m42 - s * m41;
  492. return this;
  493. },
  494. rotateByAxis: function ( axis, angle ) {
  495. var te = this.elements;
  496. // optimize by checking axis
  497. if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
  498. return this.rotateX( angle );
  499. } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
  500. return this.rotateY( angle );
  501. } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
  502. return this.rotateZ( angle );
  503. }
  504. var x = axis.x, y = axis.y, z = axis.z;
  505. var n = Math.sqrt(x * x + y * y + z * z);
  506. x /= n;
  507. y /= n;
  508. z /= n;
  509. var xx = x * x, yy = y * y, zz = z * z;
  510. var c = Math.cos( angle );
  511. var s = Math.sin( angle );
  512. var oneMinusCosine = 1 - c;
  513. var xy = x * y * oneMinusCosine;
  514. var xz = x * z * oneMinusCosine;
  515. var yz = y * z * oneMinusCosine;
  516. var xs = x * s;
  517. var ys = y * s;
  518. var zs = z * s;
  519. var r11 = xx + (1 - xx) * c;
  520. var r21 = xy + zs;
  521. var r31 = xz - ys;
  522. var r12 = xy - zs;
  523. var r22 = yy + (1 - yy) * c;
  524. var r32 = yz + xs;
  525. var r13 = xz + ys;
  526. var r23 = yz - xs;
  527. var r33 = zz + (1 - zz) * c;
  528. var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
  529. var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
  530. var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
  531. te[0] = r11 * m11 + r21 * m12 + r31 * m13;
  532. te[1] = r11 * m21 + r21 * m22 + r31 * m23;
  533. te[2] = r11 * m31 + r21 * m32 + r31 * m33;
  534. te[3] = r11 * m41 + r21 * m42 + r31 * m43;
  535. te[4] = r12 * m11 + r22 * m12 + r32 * m13;
  536. te[5] = r12 * m21 + r22 * m22 + r32 * m23;
  537. te[6] = r12 * m31 + r22 * m32 + r32 * m33;
  538. te[7] = r12 * m41 + r22 * m42 + r32 * m43;
  539. te[8] = r13 * m11 + r23 * m12 + r33 * m13;
  540. te[9] = r13 * m21 + r23 * m22 + r33 * m23;
  541. te[10] = r13 * m31 + r23 * m32 + r33 * m33;
  542. te[11] = r13 * m41 + r23 * m42 + r33 * m43;
  543. return this;
  544. },
  545. scale: function ( v ) {
  546. var te = this.elements;
  547. var x = v.x, y = v.y, z = v.z;
  548. te[0] *= x; te[4] *= y; te[8] *= z;
  549. te[1] *= x; te[5] *= y; te[9] *= z;
  550. te[2] *= x; te[6] *= y; te[10] *= z;
  551. te[3] *= x; te[7] *= y; te[11] *= z;
  552. return this;
  553. },
  554. getMaxScaleOnAxis: function () {
  555. var te = this.elements;
  556. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  557. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  558. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  559. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  560. },
  561. makeTranslation: function ( x, y, z ) {
  562. this.set(
  563. 1, 0, 0, x,
  564. 0, 1, 0, y,
  565. 0, 0, 1, z,
  566. 0, 0, 0, 1
  567. );
  568. return this;
  569. },
  570. makeRotationX: function ( theta ) {
  571. var c = Math.cos( theta ), s = Math.sin( theta );
  572. this.set(
  573. 1, 0, 0, 0,
  574. 0, c, -s, 0,
  575. 0, s, c, 0,
  576. 0, 0, 0, 1
  577. );
  578. return this;
  579. },
  580. makeRotationY: function ( theta ) {
  581. var c = Math.cos( theta ), s = Math.sin( theta );
  582. this.set(
  583. c, 0, s, 0,
  584. 0, 1, 0, 0,
  585. -s, 0, c, 0,
  586. 0, 0, 0, 1
  587. );
  588. return this;
  589. },
  590. makeRotationZ: function ( theta ) {
  591. var c = Math.cos( theta ), s = Math.sin( theta );
  592. this.set(
  593. c, -s, 0, 0,
  594. s, c, 0, 0,
  595. 0, 0, 1, 0,
  596. 0, 0, 0, 1
  597. );
  598. return this;
  599. },
  600. makeRotationAxis: function ( axis, angle ) {
  601. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  602. var c = Math.cos( angle );
  603. var s = Math.sin( angle );
  604. var t = 1 - c;
  605. var x = axis.x, y = axis.y, z = axis.z;
  606. var tx = t * x, ty = t * y;
  607. this.set(
  608. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  609. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  610. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  611. 0, 0, 0, 1
  612. );
  613. return this;
  614. },
  615. makeScale: function ( x, y, z ) {
  616. this.set(
  617. x, 0, 0, 0,
  618. 0, y, 0, 0,
  619. 0, 0, z, 0,
  620. 0, 0, 0, 1
  621. );
  622. return this;
  623. },
  624. makeFrustum: function ( left, right, bottom, top, near, far ) {
  625. var te = this.elements;
  626. var x = 2 * near / ( right - left );
  627. var y = 2 * near / ( top - bottom );
  628. var a = ( right + left ) / ( right - left );
  629. var b = ( top + bottom ) / ( top - bottom );
  630. var c = - ( far + near ) / ( far - near );
  631. var d = - 2 * far * near / ( far - near );
  632. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  633. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  634. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  635. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  636. return this;
  637. },
  638. makePerspective: function ( fov, aspect, near, far ) {
  639. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  640. var ymin = - ymax;
  641. var xmin = ymin * aspect;
  642. var xmax = ymax * aspect;
  643. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  644. },
  645. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  646. var te = this.elements;
  647. var w = right - left;
  648. var h = top - bottom;
  649. var p = far - near;
  650. var x = ( right + left ) / w;
  651. var y = ( top + bottom ) / h;
  652. var z = ( far + near ) / p;
  653. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  654. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  655. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  656. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  657. return this;
  658. },
  659. clone: function () {
  660. var te = this.elements;
  661. return new THREE.Matrix4(
  662. te[0], te[4], te[8], te[12],
  663. te[1], te[5], te[9], te[13],
  664. te[2], te[6], te[10], te[14],
  665. te[3], te[7], te[11], te[15]
  666. );
  667. }
  668. };
  669. THREE.extend( THREE.Matrix4.prototype, {
  670. compose: function() {
  671. var mRotation = new THREE.Matrix4();
  672. var mScale = new THREE.Matrix4();
  673. return function ( position, quaternion, scale ) {
  674. var te = this.elements;
  675. mRotation.identity();
  676. mRotation.setRotationFromQuaternion( quaternion );
  677. mScale.makeScale( scale.x, scale.y, scale.z );
  678. this.multiplyMatrices( mRotation, mScale );
  679. te[12] = position.x;
  680. te[13] = position.y;
  681. te[14] = position.z;
  682. return this;
  683. };
  684. }(),
  685. decompose: function() {
  686. var x = new THREE.Vector3();
  687. var y = new THREE.Vector3();
  688. var z = new THREE.Vector3();
  689. var matrix = new THREE.Matrix4();
  690. return function ( position, quaternion, scale ) {
  691. var te = this.elements;
  692. // grab the axis vectors
  693. x.set( te[0], te[1], te[2] );
  694. y.set( te[4], te[5], te[6] );
  695. z.set( te[8], te[9], te[10] );
  696. position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
  697. quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
  698. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  699. scale.x = x.length();
  700. scale.y = y.length();
  701. scale.z = z.length();
  702. position.x = te[12];
  703. position.y = te[13];
  704. position.z = te[14];
  705. // scale the rotation part
  706. matrix.copy( this );
  707. matrix.elements[0] /= scale.x;
  708. matrix.elements[1] /= scale.x;
  709. matrix.elements[2] /= scale.x;
  710. matrix.elements[4] /= scale.y;
  711. matrix.elements[5] /= scale.y;
  712. matrix.elements[6] /= scale.y;
  713. matrix.elements[8] /= scale.z;
  714. matrix.elements[9] /= scale.z;
  715. matrix.elements[10] /= scale.z;
  716. quaternion.setFromRotationMatrix( matrix );
  717. return [ position, quaternion, scale ];
  718. };
  719. }()
  720. } );