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. */
  11. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  12. this.elements = new Float32Array( 16 );
  13. this.set(
  14. ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
  15. n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
  16. n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
  17. n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
  18. );
  19. };
  20. THREE.Matrix4.prototype = {
  21. constructor: THREE.Matrix4,
  22. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  23. var te = this.elements;
  24. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  25. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  26. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  27. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  28. return this;
  29. },
  30. identity: function () {
  31. this.set(
  32. 1, 0, 0, 0,
  33. 0, 1, 0, 0,
  34. 0, 0, 1, 0,
  35. 0, 0, 0, 1
  36. );
  37. return this;
  38. },
  39. copy: function ( m ) {
  40. var me = m.elements;
  41. this.set(
  42. me[0], me[4], me[8], me[12],
  43. me[1], me[5], me[9], me[13],
  44. me[2], me[6], me[10], me[14],
  45. me[3], me[7], me[11], me[15]
  46. );
  47. return this;
  48. },
  49. setRotationFromEuler: function ( v, order ) {
  50. var te = this.elements;
  51. var x = v.x, y = v.y, z = v.z;
  52. var a = Math.cos( x ), b = Math.sin( x );
  53. var c = Math.cos( y ), d = Math.sin( y );
  54. var e = Math.cos( z ), f = Math.sin( z );
  55. if ( order === undefined || order === 'XYZ' ) {
  56. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  57. te[0] = c * e;
  58. te[4] = - c * f;
  59. te[8] = d;
  60. te[1] = af + be * d;
  61. te[5] = ae - bf * d;
  62. te[9] = - b * c;
  63. te[2] = bf - ae * d;
  64. te[6] = be + af * d;
  65. te[10] = a * c;
  66. } else if ( order === 'YXZ' ) {
  67. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  68. te[0] = ce + df * b;
  69. te[4] = de * b - cf;
  70. te[8] = a * d;
  71. te[1] = a * f;
  72. te[5] = a * e;
  73. te[9] = - b;
  74. te[2] = cf * b - de;
  75. te[6] = df + ce * b;
  76. te[10] = a * c;
  77. } else if ( order === 'ZXY' ) {
  78. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  79. te[0] = ce - df * b;
  80. te[4] = - a * f;
  81. te[8] = de + cf * b;
  82. te[1] = cf + de * b;
  83. te[5] = a * e;
  84. te[9] = df - ce * b;
  85. te[2] = - a * d;
  86. te[6] = b;
  87. te[10] = a * c;
  88. } else if ( order === 'ZYX' ) {
  89. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  90. te[0] = c * e;
  91. te[4] = be * d - af;
  92. te[8] = ae * d + bf;
  93. te[1] = c * f;
  94. te[5] = bf * d + ae;
  95. te[9] = af * d - be;
  96. te[2] = - d;
  97. te[6] = b * c;
  98. te[10] = a * c;
  99. } else if ( order === 'YZX' ) {
  100. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  101. te[0] = c * e;
  102. te[4] = bd - ac * f;
  103. te[8] = bc * f + ad;
  104. te[1] = f;
  105. te[5] = a * e;
  106. te[9] = - b * e;
  107. te[2] = - d * e;
  108. te[6] = ad * f + bc;
  109. te[10] = ac - bd * f;
  110. } else if ( order === 'XZY' ) {
  111. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  112. te[0] = c * e;
  113. te[4] = - f;
  114. te[8] = d * e;
  115. te[1] = ac * f + bd;
  116. te[5] = a * e;
  117. te[9] = ad * f - bc;
  118. te[2] = bc * f - ad;
  119. te[6] = b * e;
  120. te[10] = bd * f + ac;
  121. }
  122. return this;
  123. },
  124. setRotationFromQuaternion: function ( q ) {
  125. var te = this.elements;
  126. var x = q.x, y = q.y, z = q.z, w = q.w;
  127. var x2 = x + x, y2 = y + y, z2 = z + z;
  128. var xx = x * x2, xy = x * y2, xz = x * z2;
  129. var yy = y * y2, yz = y * z2, zz = z * z2;
  130. var wx = w * x2, wy = w * y2, wz = w * z2;
  131. te[0] = 1 - ( yy + zz );
  132. te[4] = xy - wz;
  133. te[8] = xz + wy;
  134. te[1] = xy + wz;
  135. te[5] = 1 - ( xx + zz );
  136. te[9] = yz - wx;
  137. te[2] = xz - wy;
  138. te[6] = yz + wx;
  139. te[10] = 1 - ( xx + yy );
  140. return this;
  141. },
  142. lookAt: function ( eye, target, up ) {
  143. var te = this.elements;
  144. var x = THREE.Matrix4.__v1;
  145. var y = THREE.Matrix4.__v2;
  146. var z = THREE.Matrix4.__v3;
  147. z.sub( eye, target ).normalize();
  148. if ( z.length() === 0 ) {
  149. z.z = 1;
  150. }
  151. x.cross( up, z ).normalize();
  152. if ( x.length() === 0 ) {
  153. z.x += 0.0001;
  154. x.cross( up, z ).normalize();
  155. }
  156. y.cross( z, x );
  157. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  158. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  159. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  160. return this;
  161. },
  162. multiply: function ( a, b ) {
  163. var ae = a.elements;
  164. var be = b.elements;
  165. var te = this.elements;
  166. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  167. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  168. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  169. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  170. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  171. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  172. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  173. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  174. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  175. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  176. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  177. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  178. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  179. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  180. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  181. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  182. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  183. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  184. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  185. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  186. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  187. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  188. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  189. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  190. return this;
  191. },
  192. multiplySelf: function ( m ) {
  193. return this.multiply( this, m );
  194. },
  195. multiplyToArray: function ( a, b, r ) {
  196. var te = this.elements;
  197. this.multiply( a, b );
  198. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  199. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  200. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  201. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  202. return this;
  203. },
  204. multiplyScalar: function ( s ) {
  205. var te = this.elements;
  206. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  207. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  208. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  209. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  210. return this;
  211. },
  212. multiplyVector3: function ( v ) {
  213. var te = this.elements;
  214. var vx = v.x, vy = v.y, vz = v.z;
  215. var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
  216. v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
  217. v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
  218. v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
  219. return v;
  220. },
  221. multiplyVector4: function ( v ) {
  222. var te = this.elements;
  223. var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
  224. v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
  225. v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
  226. v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
  227. v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
  228. return v;
  229. },
  230. multiplyVector3Array: function ( a ) {
  231. var tmp = THREE.Matrix4.__v1;
  232. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  233. tmp.x = a[ i ];
  234. tmp.y = a[ i + 1 ];
  235. tmp.z = a[ i + 2 ];
  236. this.multiplyVector3( tmp );
  237. a[ i ] = tmp.x;
  238. a[ i + 1 ] = tmp.y;
  239. a[ i + 2 ] = tmp.z;
  240. }
  241. return a;
  242. },
  243. rotateAxis: function ( v ) {
  244. var te = this.elements;
  245. var vx = v.x, vy = v.y, vz = v.z;
  246. v.x = vx * te[0] + vy * te[4] + vz * te[8];
  247. v.y = vx * te[1] + vy * te[5] + vz * te[9];
  248. v.z = vx * te[2] + vy * te[6] + vz * te[10];
  249. v.normalize();
  250. return v;
  251. },
  252. crossVector: function ( a ) {
  253. var te = this.elements;
  254. var v = new THREE.Vector4();
  255. v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
  256. v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
  257. v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
  258. v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
  259. return v;
  260. },
  261. determinant: function () {
  262. var te = this.elements;
  263. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  264. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  265. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  266. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  267. //TODO: make this more efficient
  268. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  269. return (
  270. n14 * n23 * n32 * n41-
  271. n13 * n24 * n32 * n41-
  272. n14 * n22 * n33 * n41+
  273. n12 * n24 * n33 * n41+
  274. n13 * n22 * n34 * n41-
  275. n12 * n23 * n34 * n41-
  276. n14 * n23 * n31 * n42+
  277. n13 * n24 * n31 * n42+
  278. n14 * n21 * n33 * n42-
  279. n11 * n24 * n33 * n42-
  280. n13 * n21 * n34 * n42+
  281. n11 * n23 * n34 * n42+
  282. n14 * n22 * n31 * n43-
  283. n12 * n24 * n31 * n43-
  284. n14 * n21 * n32 * n43+
  285. n11 * n24 * n32 * n43+
  286. n12 * n21 * n34 * n43-
  287. n11 * n22 * n34 * n43-
  288. n13 * n22 * n31 * n44+
  289. n12 * n23 * n31 * n44+
  290. n13 * n21 * n32 * n44-
  291. n11 * n23 * n32 * n44-
  292. n12 * n21 * n33 * n44+
  293. n11 * n22 * n33 * n44
  294. );
  295. },
  296. transpose: function () {
  297. var te = this.elements;
  298. var tmp;
  299. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  300. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  301. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  302. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  303. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  304. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  305. return this;
  306. },
  307. flattenToArray: function ( flat ) {
  308. var te = this.elements;
  309. flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
  310. flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
  311. flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
  312. flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
  313. return flat;
  314. },
  315. flattenToArrayOffset: function( flat, offset ) {
  316. var te = this.elements;
  317. flat[ offset ] = te[0];
  318. flat[ offset + 1 ] = te[1];
  319. flat[ offset + 2 ] = te[2];
  320. flat[ offset + 3 ] = te[3];
  321. flat[ offset + 4 ] = te[4];
  322. flat[ offset + 5 ] = te[5];
  323. flat[ offset + 6 ] = te[6];
  324. flat[ offset + 7 ] = te[7];
  325. flat[ offset + 8 ] = te[8];
  326. flat[ offset + 9 ] = te[9];
  327. flat[ offset + 10 ] = te[10];
  328. flat[ offset + 11 ] = te[11];
  329. flat[ offset + 12 ] = te[12];
  330. flat[ offset + 13 ] = te[13];
  331. flat[ offset + 14 ] = te[14];
  332. flat[ offset + 15 ] = te[15];
  333. return flat;
  334. },
  335. getPosition: function () {
  336. var te = this.elements;
  337. return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
  338. },
  339. setPosition: function ( v ) {
  340. var te = this.elements;
  341. te[12] = v.x;
  342. te[13] = v.y;
  343. te[14] = v.z;
  344. return this;
  345. },
  346. getColumnX: function () {
  347. var te = this.elements;
  348. return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
  349. },
  350. getColumnY: function () {
  351. var te = this.elements;
  352. return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
  353. },
  354. getColumnZ: function() {
  355. var te = this.elements;
  356. return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
  357. },
  358. getInverse: function ( m ) {
  359. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  360. var te = this.elements;
  361. var me = m.elements;
  362. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  363. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  364. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  365. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  366. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  367. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  368. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  369. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  370. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  371. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  372. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  373. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  374. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  375. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  376. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  377. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  378. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  379. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  380. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  381. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  382. this.multiplyScalar( 1 / m.determinant() );
  383. return this;
  384. },
  385. compose: function ( translation, rotation, scale ) {
  386. var te = this.elements;
  387. var mRotation = THREE.Matrix4.__m1;
  388. var mScale = THREE.Matrix4.__m2;
  389. mRotation.identity();
  390. mRotation.setRotationFromQuaternion( rotation );
  391. mScale.makeScale( scale );
  392. this.multiply( mRotation, mScale );
  393. te[12] = translation.x;
  394. te[13] = translation.y;
  395. te[14] = translation.z;
  396. return this;
  397. },
  398. decompose: function ( translation, rotation, scale ) {
  399. var te = this.elements;
  400. // grab the axis vectors
  401. var x = THREE.Matrix4.__v1;
  402. var y = THREE.Matrix4.__v2;
  403. var z = THREE.Matrix4.__v3;
  404. x.set( te[0], te[1], te[2] );
  405. y.set( te[4], te[5], te[6] );
  406. z.set( te[8], te[9], te[10] );
  407. translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
  408. rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
  409. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  410. scale.x = x.length();
  411. scale.y = y.length();
  412. scale.z = z.length();
  413. translation.x = te[12];
  414. translation.y = te[13];
  415. translation.z = te[14];
  416. // scale the rotation part
  417. var matrix = THREE.Matrix4.__m1;
  418. matrix.copy( this );
  419. matrix.elements[0] /= scale.x;
  420. matrix.elements[1] /= scale.x;
  421. matrix.elements[2] /= scale.x;
  422. matrix.elements[4] /= scale.y;
  423. matrix.elements[5] /= scale.y;
  424. matrix.elements[6] /= scale.y;
  425. matrix.elements[8] /= scale.z;
  426. matrix.elements[9] /= scale.z;
  427. matrix.elements[10] /= scale.z;
  428. rotation.setFromRotationMatrix( matrix );
  429. return [ translation, rotation, scale ];
  430. },
  431. extractPosition: function ( m ) {
  432. var te = this.elements;
  433. var me = m.elements;
  434. te[12] = me[12];
  435. te[13] = me[13];
  436. te[14] = me[14];
  437. return this;
  438. },
  439. extractRotation: function ( m ) {
  440. var te = this.elements;
  441. var me = m.elements;
  442. var vector = THREE.Matrix4.__v1;
  443. var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
  444. var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
  445. var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
  446. te[0] = me[0] * scaleX;
  447. te[1] = me[1] * scaleX;
  448. te[2] = me[2] * scaleX;
  449. te[4] = me[4] * scaleY;
  450. te[5] = me[5] * scaleY;
  451. te[6] = me[6] * scaleY;
  452. te[8] = me[8] * scaleZ;
  453. te[9] = me[9] * scaleZ;
  454. te[10] = me[10] * scaleZ;
  455. return this;
  456. },
  457. //
  458. translate: function ( v ) {
  459. var te = this.elements;
  460. var x = v.x, y = v.y, z = v.z;
  461. te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
  462. te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
  463. te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
  464. te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
  465. return this;
  466. },
  467. rotateX: function ( angle ) {
  468. var te = this.elements;
  469. var m12 = te[4];
  470. var m22 = te[5];
  471. var m32 = te[6];
  472. var m42 = te[7];
  473. var m13 = te[8];
  474. var m23 = te[9];
  475. var m33 = te[10];
  476. var m43 = te[11];
  477. var c = Math.cos( angle );
  478. var s = Math.sin( angle );
  479. te[4] = c * m12 + s * m13;
  480. te[5] = c * m22 + s * m23;
  481. te[6] = c * m32 + s * m33;
  482. te[7] = c * m42 + s * m43;
  483. te[8] = c * m13 - s * m12;
  484. te[9] = c * m23 - s * m22;
  485. te[10] = c * m33 - s * m32;
  486. te[11] = c * m43 - s * m42;
  487. return this;
  488. },
  489. rotateY: function ( angle ) {
  490. var te = this.elements;
  491. var m11 = te[0];
  492. var m21 = te[1];
  493. var m31 = te[2];
  494. var m41 = te[3];
  495. var m13 = te[8];
  496. var m23 = te[9];
  497. var m33 = te[10];
  498. var m43 = te[11];
  499. var c = Math.cos( angle );
  500. var s = Math.sin( angle );
  501. te[0] = c * m11 - s * m13;
  502. te[1] = c * m21 - s * m23;
  503. te[2] = c * m31 - s * m33;
  504. te[3] = c * m41 - s * m43;
  505. te[8] = c * m13 + s * m11;
  506. te[9] = c * m23 + s * m21;
  507. te[10] = c * m33 + s * m31;
  508. te[11] = c * m43 + s * m41;
  509. return this;
  510. },
  511. rotateZ: function ( angle ) {
  512. var te = this.elements;
  513. var m11 = te[0];
  514. var m21 = te[1];
  515. var m31 = te[2];
  516. var m41 = te[3];
  517. var m12 = te[4];
  518. var m22 = te[5];
  519. var m32 = te[6];
  520. var m42 = te[7];
  521. var c = Math.cos( angle );
  522. var s = Math.sin( angle );
  523. te[0] = c * m11 + s * m12;
  524. te[1] = c * m21 + s * m22;
  525. te[2] = c * m31 + s * m32;
  526. te[3] = c * m41 + s * m42;
  527. te[4] = c * m12 - s * m11;
  528. te[5] = c * m22 - s * m21;
  529. te[6] = c * m32 - s * m31;
  530. te[7] = c * m42 - s * m41;
  531. return this;
  532. },
  533. rotateByAxis: function ( axis, angle ) {
  534. var te = this.elements;
  535. // optimize by checking axis
  536. if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
  537. return this.rotateX( angle );
  538. } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
  539. return this.rotateY( angle );
  540. } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
  541. return this.rotateZ( angle );
  542. }
  543. var x = axis.x, y = axis.y, z = axis.z;
  544. var n = Math.sqrt(x * x + y * y + z * z);
  545. x /= n;
  546. y /= n;
  547. z /= n;
  548. var xx = x * x, yy = y * y, zz = z * z;
  549. var c = Math.cos( angle );
  550. var s = Math.sin( angle );
  551. var oneMinusCosine = 1 - c;
  552. var xy = x * y * oneMinusCosine;
  553. var xz = x * z * oneMinusCosine;
  554. var yz = y * z * oneMinusCosine;
  555. var xs = x * s;
  556. var ys = y * s;
  557. var zs = z * s;
  558. var r11 = xx + (1 - xx) * c;
  559. var r21 = xy + zs;
  560. var r31 = xz - ys;
  561. var r12 = xy - zs;
  562. var r22 = yy + (1 - yy) * c;
  563. var r32 = yz + xs;
  564. var r13 = xz + ys;
  565. var r23 = yz - xs;
  566. var r33 = zz + (1 - zz) * c;
  567. var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
  568. var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
  569. var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
  570. var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
  571. te[0] = r11 * m11 + r21 * m12 + r31 * m13;
  572. te[1] = r11 * m21 + r21 * m22 + r31 * m23;
  573. te[2] = r11 * m31 + r21 * m32 + r31 * m33;
  574. te[3] = r11 * m41 + r21 * m42 + r31 * m43;
  575. te[4] = r12 * m11 + r22 * m12 + r32 * m13;
  576. te[5] = r12 * m21 + r22 * m22 + r32 * m23;
  577. te[6] = r12 * m31 + r22 * m32 + r32 * m33;
  578. te[7] = r12 * m41 + r22 * m42 + r32 * m43;
  579. te[8] = r13 * m11 + r23 * m12 + r33 * m13;
  580. te[9] = r13 * m21 + r23 * m22 + r33 * m23;
  581. te[10] = r13 * m31 + r23 * m32 + r33 * m33;
  582. te[11] = r13 * m41 + r23 * m42 + r33 * m43;
  583. return this;
  584. },
  585. scale: function ( v ) {
  586. var te = this.elements;
  587. var x = v.x, y = v.y, z = v.z;
  588. te[0] *= x; te[4] *= y; te[8] *= z;
  589. te[1] *= x; te[5] *= y; te[9] *= z;
  590. te[2] *= x; te[6] *= y; te[10] *= z;
  591. te[3] *= x; te[7] *= y; te[11] *= z;
  592. return this;
  593. },
  594. getMaxScaleOnAxis: function () {
  595. var te = this.elements;
  596. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  597. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  598. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  599. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  600. },
  601. //
  602. makeTranslation: function ( offset ) {
  603. this.set(
  604. 1, 0, 0, offset.x,
  605. 0, 1, 0, offset.y,
  606. 0, 0, 1, offset.z,
  607. 0, 0, 0, 1
  608. );
  609. return this;
  610. },
  611. makeRotationX: function ( theta ) {
  612. var c = Math.cos( theta ), s = Math.sin( theta );
  613. this.set(
  614. 1, 0, 0, 0,
  615. 0, c, -s, 0,
  616. 0, s, c, 0,
  617. 0, 0, 0, 1
  618. );
  619. return this;
  620. },
  621. makeRotationY: function ( theta ) {
  622. var c = Math.cos( theta ), s = Math.sin( theta );
  623. this.set(
  624. c, 0, s, 0,
  625. 0, 1, 0, 0,
  626. -s, 0, c, 0,
  627. 0, 0, 0, 1
  628. );
  629. return this;
  630. },
  631. makeRotationZ: function ( theta ) {
  632. var c = Math.cos( theta ), s = Math.sin( theta );
  633. this.set(
  634. c, -s, 0, 0,
  635. s, c, 0, 0,
  636. 0, 0, 1, 0,
  637. 0, 0, 0, 1
  638. );
  639. return this;
  640. },
  641. makeRotationAxis: function ( axis, angle ) {
  642. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  643. var c = Math.cos( angle );
  644. var s = Math.sin( angle );
  645. var t = 1 - c;
  646. var x = axis.x, y = axis.y, z = axis.z;
  647. var tx = t * x, ty = t * y;
  648. this.set(
  649. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  650. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  651. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  652. 0, 0, 0, 1
  653. );
  654. return this;
  655. },
  656. makeScale: function ( factor ) {
  657. this.set(
  658. factor.x, 0, 0, 0,
  659. 0, factor.y, 0, 0,
  660. 0, 0, factor.z, 0,
  661. 0, 0, 0, 1
  662. );
  663. return this;
  664. },
  665. makeFrustum: function ( left, right, bottom, top, near, far ) {
  666. var te = this.elements;
  667. var x = 2 * near / ( right - left );
  668. var y = 2 * near / ( top - bottom );
  669. var a = ( right + left ) / ( right - left );
  670. var b = ( top + bottom ) / ( top - bottom );
  671. var c = - ( far + near ) / ( far - near );
  672. var d = - 2 * far * near / ( far - near );
  673. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  674. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  675. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  676. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  677. return this;
  678. },
  679. makePerspective: function ( fov, aspect, near, far ) {
  680. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  681. var ymin = - ymax;
  682. var xmin = ymin * aspect;
  683. var xmax = ymax * aspect;
  684. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  685. },
  686. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  687. var te = this.elements;
  688. var w = right - left;
  689. var h = top - bottom;
  690. var p = far - near;
  691. var x = ( right + left ) / w;
  692. var y = ( top + bottom ) / h;
  693. var z = ( far + near ) / p;
  694. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  695. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  696. te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
  697. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  698. return this;
  699. },
  700. clone: function () {
  701. var te = this.elements;
  702. return new THREE.Matrix4(
  703. te[0], te[4], te[8], te[12],
  704. te[1], te[5], te[9], te[13],
  705. te[2], te[6], te[10], te[14],
  706. te[3], te[7], te[11], te[15]
  707. );
  708. }
  709. };
  710. THREE.Matrix4.__v1 = new THREE.Vector3();
  711. THREE.Matrix4.__v2 = new THREE.Vector3();
  712. THREE.Matrix4.__v3 = new THREE.Vector3();
  713. THREE.Matrix4.__m1 = new THREE.Matrix4();
  714. THREE.Matrix4.__m2 = new THREE.Matrix4();
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