Matrix4.js 20 KB

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  1. import { _Math } from './Math';
  2. import { Vector3 } from './Vector3';
  3. /**
  4. * @author mrdoob / http://mrdoob.com/
  5. * @author supereggbert / http://www.paulbrunt.co.uk/
  6. * @author philogb / http://blog.thejit.org/
  7. * @author jordi_ros / http://plattsoft.com
  8. * @author D1plo1d / http://github.com/D1plo1d
  9. * @author alteredq / http://alteredqualia.com/
  10. * @author mikael emtinger / http://gomo.se/
  11. * @author timknip / http://www.floorplanner.com/
  12. * @author bhouston / http://clara.io
  13. * @author WestLangley / http://github.com/WestLangley
  14. */
  15. function Matrix4() {
  16. this.elements = [
  17. 1, 0, 0, 0,
  18. 0, 1, 0, 0,
  19. 0, 0, 1, 0,
  20. 0, 0, 0, 1
  21. ];
  22. if ( arguments.length > 0 ) {
  23. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  24. }
  25. }
  26. Matrix4.prototype = {
  27. constructor: Matrix4,
  28. isMatrix4: true,
  29. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  30. var te = this.elements;
  31. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  32. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  33. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  34. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  35. return this;
  36. },
  37. identity: function () {
  38. this.set(
  39. 1, 0, 0, 0,
  40. 0, 1, 0, 0,
  41. 0, 0, 1, 0,
  42. 0, 0, 0, 1
  43. );
  44. return this;
  45. },
  46. clone: function () {
  47. return new Matrix4().fromArray( this.elements );
  48. },
  49. copy: function ( m ) {
  50. for ( var i = 0; i < 16; i ++ ) this.elements[ i ] = m.elements[ i ];
  51. return this;
  52. },
  53. copyPosition: function ( m ) {
  54. var te = this.elements;
  55. var me = m.elements;
  56. te[ 12 ] = me[ 12 ];
  57. te[ 13 ] = me[ 13 ];
  58. te[ 14 ] = me[ 14 ];
  59. return this;
  60. },
  61. extractBasis: function ( xAxis, yAxis, zAxis ) {
  62. xAxis.setFromMatrixColumn( this, 0 );
  63. yAxis.setFromMatrixColumn( this, 1 );
  64. zAxis.setFromMatrixColumn( this, 2 );
  65. return this;
  66. },
  67. makeBasis: function ( xAxis, yAxis, zAxis ) {
  68. this.set(
  69. xAxis.x, yAxis.x, zAxis.x, 0,
  70. xAxis.y, yAxis.y, zAxis.y, 0,
  71. xAxis.z, yAxis.z, zAxis.z, 0,
  72. 0, 0, 0, 1
  73. );
  74. return this;
  75. },
  76. extractRotation: function () {
  77. var v1;
  78. return function extractRotation( m ) {
  79. if ( v1 === undefined ) v1 = new Vector3();
  80. var te = this.elements;
  81. var me = m.elements;
  82. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  83. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  84. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  85. te[ 0 ] = me[ 0 ] * scaleX;
  86. te[ 1 ] = me[ 1 ] * scaleX;
  87. te[ 2 ] = me[ 2 ] * scaleX;
  88. te[ 4 ] = me[ 4 ] * scaleY;
  89. te[ 5 ] = me[ 5 ] * scaleY;
  90. te[ 6 ] = me[ 6 ] * scaleY;
  91. te[ 8 ] = me[ 8 ] * scaleZ;
  92. te[ 9 ] = me[ 9 ] * scaleZ;
  93. te[ 10 ] = me[ 10 ] * scaleZ;
  94. return this;
  95. };
  96. }(),
  97. makeRotationFromEuler: function ( euler ) {
  98. if ( (euler && euler.isEuler) === false ) {
  99. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  100. }
  101. var te = this.elements;
  102. var x = euler.x, y = euler.y, z = euler.z;
  103. var a = Math.cos( x ), b = Math.sin( x );
  104. var c = Math.cos( y ), d = Math.sin( y );
  105. var e = Math.cos( z ), f = Math.sin( z );
  106. if ( euler.order === 'XYZ' ) {
  107. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  108. te[ 0 ] = c * e;
  109. te[ 4 ] = - c * f;
  110. te[ 8 ] = d;
  111. te[ 1 ] = af + be * d;
  112. te[ 5 ] = ae - bf * d;
  113. te[ 9 ] = - b * c;
  114. te[ 2 ] = bf - ae * d;
  115. te[ 6 ] = be + af * d;
  116. te[ 10 ] = a * c;
  117. } else if ( euler.order === 'YXZ' ) {
  118. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  119. te[ 0 ] = ce + df * b;
  120. te[ 4 ] = de * b - cf;
  121. te[ 8 ] = a * d;
  122. te[ 1 ] = a * f;
  123. te[ 5 ] = a * e;
  124. te[ 9 ] = - b;
  125. te[ 2 ] = cf * b - de;
  126. te[ 6 ] = df + ce * b;
  127. te[ 10 ] = a * c;
  128. } else if ( euler.order === 'ZXY' ) {
  129. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  130. te[ 0 ] = ce - df * b;
  131. te[ 4 ] = - a * f;
  132. te[ 8 ] = de + cf * b;
  133. te[ 1 ] = cf + de * b;
  134. te[ 5 ] = a * e;
  135. te[ 9 ] = df - ce * b;
  136. te[ 2 ] = - a * d;
  137. te[ 6 ] = b;
  138. te[ 10 ] = a * c;
  139. } else if ( euler.order === 'ZYX' ) {
  140. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  141. te[ 0 ] = c * e;
  142. te[ 4 ] = be * d - af;
  143. te[ 8 ] = ae * d + bf;
  144. te[ 1 ] = c * f;
  145. te[ 5 ] = bf * d + ae;
  146. te[ 9 ] = af * d - be;
  147. te[ 2 ] = - d;
  148. te[ 6 ] = b * c;
  149. te[ 10 ] = a * c;
  150. } else if ( euler.order === 'YZX' ) {
  151. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  152. te[ 0 ] = c * e;
  153. te[ 4 ] = bd - ac * f;
  154. te[ 8 ] = bc * f + ad;
  155. te[ 1 ] = f;
  156. te[ 5 ] = a * e;
  157. te[ 9 ] = - b * e;
  158. te[ 2 ] = - d * e;
  159. te[ 6 ] = ad * f + bc;
  160. te[ 10 ] = ac - bd * f;
  161. } else if ( euler.order === 'XZY' ) {
  162. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  163. te[ 0 ] = c * e;
  164. te[ 4 ] = - f;
  165. te[ 8 ] = d * e;
  166. te[ 1 ] = ac * f + bd;
  167. te[ 5 ] = a * e;
  168. te[ 9 ] = ad * f - bc;
  169. te[ 2 ] = bc * f - ad;
  170. te[ 6 ] = b * e;
  171. te[ 10 ] = bd * f + ac;
  172. }
  173. // last column
  174. te[ 3 ] = 0;
  175. te[ 7 ] = 0;
  176. te[ 11 ] = 0;
  177. // bottom row
  178. te[ 12 ] = 0;
  179. te[ 13 ] = 0;
  180. te[ 14 ] = 0;
  181. te[ 15 ] = 1;
  182. return this;
  183. },
  184. makeRotationFromQuaternion: function ( q ) {
  185. var te = this.elements;
  186. var x = q.x, y = q.y, z = q.z, w = q.w;
  187. var x2 = x + x, y2 = y + y, z2 = z + z;
  188. var xx = x * x2, xy = x * y2, xz = x * z2;
  189. var yy = y * y2, yz = y * z2, zz = z * z2;
  190. var wx = w * x2, wy = w * y2, wz = w * z2;
  191. te[ 0 ] = 1 - ( yy + zz );
  192. te[ 4 ] = xy - wz;
  193. te[ 8 ] = xz + wy;
  194. te[ 1 ] = xy + wz;
  195. te[ 5 ] = 1 - ( xx + zz );
  196. te[ 9 ] = yz - wx;
  197. te[ 2 ] = xz - wy;
  198. te[ 6 ] = yz + wx;
  199. te[ 10 ] = 1 - ( xx + yy );
  200. // last column
  201. te[ 3 ] = 0;
  202. te[ 7 ] = 0;
  203. te[ 11 ] = 0;
  204. // bottom row
  205. te[ 12 ] = 0;
  206. te[ 13 ] = 0;
  207. te[ 14 ] = 0;
  208. te[ 15 ] = 1;
  209. return this;
  210. },
  211. lookAt: function () {
  212. var x, y, z;
  213. return function lookAt( eye, target, up ) {
  214. if ( x === undefined ) {
  215. x = new Vector3();
  216. y = new Vector3();
  217. z = new Vector3();
  218. }
  219. var te = this.elements;
  220. z.subVectors( eye, target ).normalize();
  221. if ( z.lengthSq() === 0 ) {
  222. z.z = 1;
  223. }
  224. x.crossVectors( up, z ).normalize();
  225. if ( x.lengthSq() === 0 ) {
  226. z.z += 0.0001;
  227. x.crossVectors( up, z ).normalize();
  228. }
  229. y.crossVectors( z, x );
  230. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  231. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  232. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  233. return this;
  234. };
  235. }(),
  236. multiply: function ( m, n ) {
  237. if ( n !== undefined ) {
  238. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  239. return this.multiplyMatrices( m, n );
  240. }
  241. return this.multiplyMatrices( this, m );
  242. },
  243. premultiply: function ( m ) {
  244. return this.multiplyMatrices( m, this );
  245. },
  246. multiplyMatrices: ( function () {
  247. var e = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
  248. return function ( a, b ) {
  249. var ae = a.elements;
  250. var be = b.elements;
  251. var te = this.elements;
  252. e[ 0 ] = ae[ 0 ] * be[ 0 ] + ae[ 4 ] * be[ 1 ] + ae[ 8 ] * be[ 2 ] + ae[ 12 ] * be[ 3 ];
  253. e[ 4 ] = ae[ 0 ] * be[ 4 ] + ae[ 4 ] * be[ 5 ] + ae[ 8 ] * be[ 6 ] + ae[ 12 ] * be[ 7 ];
  254. e[ 8 ] = ae[ 0 ] * be[ 8 ] + ae[ 4 ] * be[ 9 ] + ae[ 8 ] * be[ 10 ] + ae[ 12 ] * be[ 11 ];
  255. e[ 12 ] = ae[ 0 ] * be[ 12 ] + ae[ 4 ] * be[ 13 ] + ae[ 8 ] * be[ 14 ] + ae[ 12 ] * be[ 15 ];
  256. e[ 1 ] = ae[ 1 ] * be[ 0 ] + ae[ 5 ] * be[ 1 ] + ae[ 9 ] * be[ 2 ] + ae[ 13 ] * be[ 3 ];
  257. e[ 5 ] = ae[ 1 ] * be[ 4 ] + ae[ 5 ] * be[ 5 ] + ae[ 9 ] * be[ 6 ] + ae[ 13 ] * be[ 7 ];
  258. e[ 9 ] = ae[ 1 ] * be[ 8 ] + ae[ 5 ] * be[ 9 ] + ae[ 9 ] * be[ 10 ] + ae[ 13 ] * be[ 11 ];
  259. e[ 13 ] = ae[ 1 ] * be[ 12 ] + ae[ 5 ] * be[ 13 ] + ae[ 9 ] * be[ 14 ] + ae[ 13 ] * be[ 15 ];
  260. e[ 2 ] = ae[ 2 ] * be[ 0 ] + ae[ 6 ] * be[ 1 ] + ae[ 10 ] * be[ 2 ] + ae[ 14 ] * be[ 3 ];
  261. e[ 6 ] = ae[ 2 ] * be[ 4 ] + ae[ 6 ] * be[ 5 ] + ae[ 10 ] * be[ 6 ] + ae[ 14 ] * be[ 7 ];
  262. e[ 10 ] = ae[ 2 ] * be[ 8 ] + ae[ 6 ] * be[ 9 ] + ae[ 10 ] * be[ 10 ] + ae[ 14 ] * be[ 11 ];
  263. e[ 14 ] = ae[ 2 ] * be[ 12 ] + ae[ 6 ] * be[ 13 ] + ae[ 10 ] * be[ 14 ] + ae[ 14 ] * be[ 15 ];
  264. e[ 3 ] = ae[ 3 ] * be[ 0 ] + ae[ 7 ] * be[ 1 ] + ae[ 11 ] * be[ 2 ] + ae[ 15 ] * be[ 3 ];
  265. e[ 7 ] = ae[ 3 ] * be[ 4 ] + ae[ 7 ] * be[ 5 ] + ae[ 11 ] * be[ 6 ] + ae[ 15 ] * be[ 7 ];
  266. e[ 11 ] = ae[ 3 ] * be[ 8 ] + ae[ 7 ] * be[ 9 ] + ae[ 11 ] * be[ 10 ] + ae[ 15 ] * be[ 11 ];
  267. e[ 15 ] = ae[ 3 ] * be[ 12 ] + ae[ 7 ] * be[ 13 ] + ae[ 11 ] * be[ 14 ] + ae[ 15 ] * be[ 15 ];
  268. for ( var i = 0; i < 16; i ++ ) te[ i ] = e[ i ];
  269. return this;
  270. };
  271. } )(),
  272. multiplyToArray: function ( a, b, r ) {
  273. var te = this.elements;
  274. this.multiplyMatrices( a, b );
  275. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  276. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  277. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  278. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  279. return this;
  280. },
  281. multiplyScalar: function ( s ) {
  282. var te = this.elements;
  283. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  284. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  285. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  286. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  287. return this;
  288. },
  289. applyToBufferAttribute: function () {
  290. var v1;
  291. return function applyToBufferAttribute( attribute ) {
  292. if ( v1 === undefined ) v1 = new Vector3();
  293. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  294. v1.x = attribute.getX( i );
  295. v1.y = attribute.getY( i );
  296. v1.z = attribute.getZ( i );
  297. v1.applyMatrix4( this );
  298. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  299. }
  300. return attribute;
  301. };
  302. }(),
  303. determinant: function () {
  304. var te = this.elements;
  305. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  306. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  307. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  308. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  309. //TODO: make this more efficient
  310. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  311. return (
  312. n41 * (
  313. + n14 * n23 * n32
  314. - n13 * n24 * n32
  315. - n14 * n22 * n33
  316. + n12 * n24 * n33
  317. + n13 * n22 * n34
  318. - n12 * n23 * n34
  319. ) +
  320. n42 * (
  321. + n11 * n23 * n34
  322. - n11 * n24 * n33
  323. + n14 * n21 * n33
  324. - n13 * n21 * n34
  325. + n13 * n24 * n31
  326. - n14 * n23 * n31
  327. ) +
  328. n43 * (
  329. + n11 * n24 * n32
  330. - n11 * n22 * n34
  331. - n14 * n21 * n32
  332. + n12 * n21 * n34
  333. + n14 * n22 * n31
  334. - n12 * n24 * n31
  335. ) +
  336. n44 * (
  337. - n13 * n22 * n31
  338. - n11 * n23 * n32
  339. + n11 * n22 * n33
  340. + n13 * n21 * n32
  341. - n12 * n21 * n33
  342. + n12 * n23 * n31
  343. )
  344. );
  345. },
  346. transpose: function () {
  347. var te = this.elements;
  348. var tmp;
  349. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  350. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  351. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  352. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  353. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  354. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  355. return this;
  356. },
  357. setPosition: function ( v ) {
  358. var te = this.elements;
  359. te[ 12 ] = v.x;
  360. te[ 13 ] = v.y;
  361. te[ 14 ] = v.z;
  362. return this;
  363. },
  364. getInverse: function ( m, throwOnDegenerate ) {
  365. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  366. var te = this.elements,
  367. me = m.elements,
  368. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  369. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  370. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  371. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  372. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  373. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  374. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  375. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  376. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  377. if ( det === 0 ) {
  378. var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  379. if ( throwOnDegenerate === true ) {
  380. throw new Error( msg );
  381. } else {
  382. console.warn( msg );
  383. }
  384. return this.identity();
  385. }
  386. var detInv = 1 / det;
  387. te[ 0 ] = t11 * detInv;
  388. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  389. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  390. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  391. te[ 4 ] = t12 * detInv;
  392. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  393. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  394. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  395. te[ 8 ] = t13 * detInv;
  396. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  397. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  398. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  399. te[ 12 ] = t14 * detInv;
  400. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  401. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  402. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  403. return this;
  404. },
  405. scale: function ( v ) {
  406. var te = this.elements;
  407. var x = v.x, y = v.y, z = v.z;
  408. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  409. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  410. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  411. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  412. return this;
  413. },
  414. getMaxScaleOnAxis: function () {
  415. var te = this.elements;
  416. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  417. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  418. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  419. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  420. },
  421. makeTranslation: function ( x, y, z ) {
  422. this.set(
  423. 1, 0, 0, x,
  424. 0, 1, 0, y,
  425. 0, 0, 1, z,
  426. 0, 0, 0, 1
  427. );
  428. return this;
  429. },
  430. makeRotationX: function ( theta ) {
  431. var c = Math.cos( theta ), s = Math.sin( theta );
  432. this.set(
  433. 1, 0, 0, 0,
  434. 0, c, - s, 0,
  435. 0, s, c, 0,
  436. 0, 0, 0, 1
  437. );
  438. return this;
  439. },
  440. makeRotationY: function ( theta ) {
  441. var c = Math.cos( theta ), s = Math.sin( theta );
  442. this.set(
  443. c, 0, s, 0,
  444. 0, 1, 0, 0,
  445. - s, 0, c, 0,
  446. 0, 0, 0, 1
  447. );
  448. return this;
  449. },
  450. makeRotationZ: function ( theta ) {
  451. var c = Math.cos( theta ), s = Math.sin( theta );
  452. this.set(
  453. c, - s, 0, 0,
  454. s, c, 0, 0,
  455. 0, 0, 1, 0,
  456. 0, 0, 0, 1
  457. );
  458. return this;
  459. },
  460. makeRotationAxis: function ( axis, angle ) {
  461. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  462. var c = Math.cos( angle );
  463. var s = Math.sin( angle );
  464. var t = 1 - c;
  465. var x = axis.x, y = axis.y, z = axis.z;
  466. var tx = t * x, ty = t * y;
  467. this.set(
  468. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  469. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  470. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  471. 0, 0, 0, 1
  472. );
  473. return this;
  474. },
  475. makeScale: function ( x, y, z ) {
  476. this.set(
  477. x, 0, 0, 0,
  478. 0, y, 0, 0,
  479. 0, 0, z, 0,
  480. 0, 0, 0, 1
  481. );
  482. return this;
  483. },
  484. makeShear: function ( x, y, z ) {
  485. this.set(
  486. 1, y, z, 0,
  487. x, 1, z, 0,
  488. x, y, 1, 0,
  489. 0, 0, 0, 1
  490. );
  491. return this;
  492. },
  493. compose: function ( position, quaternion, scale ) {
  494. this.makeRotationFromQuaternion( quaternion );
  495. this.scale( scale );
  496. this.setPosition( position );
  497. return this;
  498. },
  499. decompose: function () {
  500. var vector, matrix;
  501. return function decompose( position, quaternion, scale ) {
  502. if ( vector === undefined ) {
  503. vector = new Vector3();
  504. matrix = new Matrix4();
  505. }
  506. var te = this.elements;
  507. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  508. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  509. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  510. // if determine is negative, we need to invert one scale
  511. var det = this.determinant();
  512. if ( det < 0 ) {
  513. sx = - sx;
  514. }
  515. position.x = te[ 12 ];
  516. position.y = te[ 13 ];
  517. position.z = te[ 14 ];
  518. // scale the rotation part
  519. for ( var i = 0; i < 16; i ++ ) matrix.elements[ i ] = this.elements[ i ]; // at this point matrix is incomplete so we can't use .copy()
  520. var invSX = 1 / sx;
  521. var invSY = 1 / sy;
  522. var invSZ = 1 / sz;
  523. matrix.elements[ 0 ] *= invSX;
  524. matrix.elements[ 1 ] *= invSX;
  525. matrix.elements[ 2 ] *= invSX;
  526. matrix.elements[ 4 ] *= invSY;
  527. matrix.elements[ 5 ] *= invSY;
  528. matrix.elements[ 6 ] *= invSY;
  529. matrix.elements[ 8 ] *= invSZ;
  530. matrix.elements[ 9 ] *= invSZ;
  531. matrix.elements[ 10 ] *= invSZ;
  532. quaternion.setFromRotationMatrix( matrix );
  533. scale.x = sx;
  534. scale.y = sy;
  535. scale.z = sz;
  536. return this;
  537. };
  538. }(),
  539. makePerspective: function ( left, right, top, bottom, near, far ) {
  540. if ( far === undefined ) {
  541. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  542. }
  543. var te = this.elements;
  544. var x = 2 * near / ( right - left );
  545. var y = 2 * near / ( top - bottom );
  546. var a = ( right + left ) / ( right - left );
  547. var b = ( top + bottom ) / ( top - bottom );
  548. var c = - ( far + near ) / ( far - near );
  549. var d = - 2 * far * near / ( far - near );
  550. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  551. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  552. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  553. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  554. return this;
  555. },
  556. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  557. var te = this.elements;
  558. var w = 1.0 / ( right - left );
  559. var h = 1.0 / ( top - bottom );
  560. var p = 1.0 / ( far - near );
  561. var x = ( right + left ) * w;
  562. var y = ( top + bottom ) * h;
  563. var z = ( far + near ) * p;
  564. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  565. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  566. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  567. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  568. return this;
  569. },
  570. equals: function ( matrix ) {
  571. var te = this.elements;
  572. var me = matrix.elements;
  573. for ( var i = 0; i < 16; i ++ ) {
  574. if ( te[ i ] !== me[ i ] ) return false;
  575. }
  576. return true;
  577. },
  578. fromArray: function ( array, offset ) {
  579. if ( offset === undefined ) offset = 0;
  580. for( var i = 0; i < 16; i ++ ) {
  581. this.elements[ i ] = array[ i + offset ];
  582. }
  583. return this;
  584. },
  585. toArray: function ( array, offset ) {
  586. if ( array === undefined ) array = [];
  587. if ( offset === undefined ) offset = 0;
  588. var te = this.elements;
  589. array[ offset ] = te[ 0 ];
  590. array[ offset + 1 ] = te[ 1 ];
  591. array[ offset + 2 ] = te[ 2 ];
  592. array[ offset + 3 ] = te[ 3 ];
  593. array[ offset + 4 ] = te[ 4 ];
  594. array[ offset + 5 ] = te[ 5 ];
  595. array[ offset + 6 ] = te[ 6 ];
  596. array[ offset + 7 ] = te[ 7 ];
  597. array[ offset + 8 ] = te[ 8 ];
  598. array[ offset + 9 ] = te[ 9 ];
  599. array[ offset + 10 ] = te[ 10 ];
  600. array[ offset + 11 ] = te[ 11 ];
  601. array[ offset + 12 ] = te[ 12 ];
  602. array[ offset + 13 ] = te[ 13 ];
  603. array[ offset + 14 ] = te[ 14 ];
  604. array[ offset + 15 ] = te[ 15 ];
  605. return array;
  606. }
  607. };
  608. export { Matrix4 };
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