Matrix4.js 20 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author supereggbert / http://www.paulbrunt.co.uk/
  4. * @author philogb / http://blog.thejit.org/
  5. * @author jordi_ros / http://plattsoft.com
  6. * @author D1plo1d / http://github.com/D1plo1d
  7. * @author alteredq / http://alteredqualia.com/
  8. * @author mikael emtinger / http://gomo.se/
  9. * @author timknip / http://www.floorplanner.com/
  10. * @author bhouston / http://clara.io
  11. * @author WestLangley / http://github.com/WestLangley
  12. */
  13. THREE.Matrix4 = function () {
  14. this.elements = new Float32Array( [
  15. 1, 0, 0, 0,
  16. 0, 1, 0, 0,
  17. 0, 0, 1, 0,
  18. 0, 0, 0, 1
  19. ] );
  20. if ( arguments.length > 0 ) {
  21. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  22. }
  23. };
  24. THREE.Matrix4.prototype = {
  25. constructor: THREE.Matrix4,
  26. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  27. var te = this.elements;
  28. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  29. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  30. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  31. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  32. return this;
  33. },
  34. identity: function () {
  35. this.set(
  36. 1, 0, 0, 0,
  37. 0, 1, 0, 0,
  38. 0, 0, 1, 0,
  39. 0, 0, 0, 1
  40. );
  41. return this;
  42. },
  43. clone: function () {
  44. return new THREE.Matrix4().fromArray( this.elements );
  45. },
  46. copy: function ( m ) {
  47. this.elements.set( m.elements );
  48. return this;
  49. },
  50. copyPosition: function ( m ) {
  51. var te = this.elements;
  52. var me = m.elements;
  53. te[ 12 ] = me[ 12 ];
  54. te[ 13 ] = me[ 13 ];
  55. te[ 14 ] = me[ 14 ];
  56. return this;
  57. },
  58. extractBasis: function ( xAxis, yAxis, zAxis ) {
  59. xAxis.setFromMatrixColumn( this, 0 );
  60. yAxis.setFromMatrixColumn( this, 1 );
  61. zAxis.setFromMatrixColumn( this, 2 );
  62. return this;
  63. },
  64. makeBasis: function ( xAxis, yAxis, zAxis ) {
  65. this.set(
  66. xAxis.x, yAxis.x, zAxis.x, 0,
  67. xAxis.y, yAxis.y, zAxis.y, 0,
  68. xAxis.z, yAxis.z, zAxis.z, 0,
  69. 0, 0, 0, 1
  70. );
  71. return this;
  72. },
  73. extractRotation: function () {
  74. var v1;
  75. return function ( m ) {
  76. if ( v1 === undefined ) v1 = new THREE.Vector3();
  77. var te = this.elements;
  78. var me = m.elements;
  79. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  80. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  81. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  82. te[ 0 ] = me[ 0 ] * scaleX;
  83. te[ 1 ] = me[ 1 ] * scaleX;
  84. te[ 2 ] = me[ 2 ] * scaleX;
  85. te[ 4 ] = me[ 4 ] * scaleY;
  86. te[ 5 ] = me[ 5 ] * scaleY;
  87. te[ 6 ] = me[ 6 ] * scaleY;
  88. te[ 8 ] = me[ 8 ] * scaleZ;
  89. te[ 9 ] = me[ 9 ] * scaleZ;
  90. te[ 10 ] = me[ 10 ] * scaleZ;
  91. return this;
  92. };
  93. }(),
  94. makeRotationFromEuler: function ( euler ) {
  95. if ( euler instanceof THREE.Euler === false ) {
  96. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  97. }
  98. var te = this.elements;
  99. var x = euler.x, y = euler.y, z = euler.z;
  100. var a = Math.cos( x ), b = Math.sin( x );
  101. var c = Math.cos( y ), d = Math.sin( y );
  102. var e = Math.cos( z ), f = Math.sin( z );
  103. if ( euler.order === 'XYZ' ) {
  104. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  105. te[ 0 ] = c * e;
  106. te[ 4 ] = - c * f;
  107. te[ 8 ] = d;
  108. te[ 1 ] = af + be * d;
  109. te[ 5 ] = ae - bf * d;
  110. te[ 9 ] = - b * c;
  111. te[ 2 ] = bf - ae * d;
  112. te[ 6 ] = be + af * d;
  113. te[ 10 ] = a * c;
  114. } else if ( euler.order === 'YXZ' ) {
  115. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  116. te[ 0 ] = ce + df * b;
  117. te[ 4 ] = de * b - cf;
  118. te[ 8 ] = a * d;
  119. te[ 1 ] = a * f;
  120. te[ 5 ] = a * e;
  121. te[ 9 ] = - b;
  122. te[ 2 ] = cf * b - de;
  123. te[ 6 ] = df + ce * b;
  124. te[ 10 ] = a * c;
  125. } else if ( euler.order === 'ZXY' ) {
  126. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  127. te[ 0 ] = ce - df * b;
  128. te[ 4 ] = - a * f;
  129. te[ 8 ] = de + cf * b;
  130. te[ 1 ] = cf + de * b;
  131. te[ 5 ] = a * e;
  132. te[ 9 ] = df - ce * b;
  133. te[ 2 ] = - a * d;
  134. te[ 6 ] = b;
  135. te[ 10 ] = a * c;
  136. } else if ( euler.order === 'ZYX' ) {
  137. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  138. te[ 0 ] = c * e;
  139. te[ 4 ] = be * d - af;
  140. te[ 8 ] = ae * d + bf;
  141. te[ 1 ] = c * f;
  142. te[ 5 ] = bf * d + ae;
  143. te[ 9 ] = af * d - be;
  144. te[ 2 ] = - d;
  145. te[ 6 ] = b * c;
  146. te[ 10 ] = a * c;
  147. } else if ( euler.order === 'YZX' ) {
  148. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  149. te[ 0 ] = c * e;
  150. te[ 4 ] = bd - ac * f;
  151. te[ 8 ] = bc * f + ad;
  152. te[ 1 ] = f;
  153. te[ 5 ] = a * e;
  154. te[ 9 ] = - b * e;
  155. te[ 2 ] = - d * e;
  156. te[ 6 ] = ad * f + bc;
  157. te[ 10 ] = ac - bd * f;
  158. } else if ( euler.order === 'XZY' ) {
  159. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  160. te[ 0 ] = c * e;
  161. te[ 4 ] = - f;
  162. te[ 8 ] = d * e;
  163. te[ 1 ] = ac * f + bd;
  164. te[ 5 ] = a * e;
  165. te[ 9 ] = ad * f - bc;
  166. te[ 2 ] = bc * f - ad;
  167. te[ 6 ] = b * e;
  168. te[ 10 ] = bd * f + ac;
  169. }
  170. // last column
  171. te[ 3 ] = 0;
  172. te[ 7 ] = 0;
  173. te[ 11 ] = 0;
  174. // bottom row
  175. te[ 12 ] = 0;
  176. te[ 13 ] = 0;
  177. te[ 14 ] = 0;
  178. te[ 15 ] = 1;
  179. return this;
  180. },
  181. makeRotationFromQuaternion: function ( q ) {
  182. var te = this.elements;
  183. var x = q.x, y = q.y, z = q.z, w = q.w;
  184. var x2 = x + x, y2 = y + y, z2 = z + z;
  185. var xx = x * x2, xy = x * y2, xz = x * z2;
  186. var yy = y * y2, yz = y * z2, zz = z * z2;
  187. var wx = w * x2, wy = w * y2, wz = w * z2;
  188. te[ 0 ] = 1 - ( yy + zz );
  189. te[ 4 ] = xy - wz;
  190. te[ 8 ] = xz + wy;
  191. te[ 1 ] = xy + wz;
  192. te[ 5 ] = 1 - ( xx + zz );
  193. te[ 9 ] = yz - wx;
  194. te[ 2 ] = xz - wy;
  195. te[ 6 ] = yz + wx;
  196. te[ 10 ] = 1 - ( xx + yy );
  197. // last column
  198. te[ 3 ] = 0;
  199. te[ 7 ] = 0;
  200. te[ 11 ] = 0;
  201. // bottom row
  202. te[ 12 ] = 0;
  203. te[ 13 ] = 0;
  204. te[ 14 ] = 0;
  205. te[ 15 ] = 1;
  206. return this;
  207. },
  208. lookAt: function () {
  209. var x, y, z;
  210. return function ( eye, target, up ) {
  211. if ( x === undefined ) x = new THREE.Vector3();
  212. if ( y === undefined ) y = new THREE.Vector3();
  213. if ( z === undefined ) z = new THREE.Vector3();
  214. var te = this.elements;
  215. z.subVectors( eye, target ).normalize();
  216. if ( z.lengthSq() === 0 ) {
  217. z.z = 1;
  218. }
  219. x.crossVectors( up, z ).normalize();
  220. if ( x.lengthSq() === 0 ) {
  221. z.x += 0.0001;
  222. x.crossVectors( up, z ).normalize();
  223. }
  224. y.crossVectors( z, x );
  225. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  226. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  227. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  228. return this;
  229. };
  230. }(),
  231. multiply: function ( m, n ) {
  232. if ( n !== undefined ) {
  233. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  234. return this.multiplyMatrices( m, n );
  235. }
  236. return this.multiplyMatrices( this, m );
  237. },
  238. multiplyMatrices: function ( a, b ) {
  239. var ae = a.elements;
  240. var be = b.elements;
  241. var te = this.elements;
  242. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  243. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  244. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  245. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  246. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  247. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  248. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  249. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  250. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  251. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  252. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  253. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  254. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  255. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  256. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  257. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  258. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  259. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  260. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  261. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  262. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  263. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  264. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  265. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  266. return this;
  267. },
  268. multiplyToArray: function ( a, b, r ) {
  269. var te = this.elements;
  270. this.multiplyMatrices( a, b );
  271. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  272. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  273. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  274. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  275. return this;
  276. },
  277. multiplyScalar: function ( s ) {
  278. var te = this.elements;
  279. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  280. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  281. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  282. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  283. return this;
  284. },
  285. applyToVector3Array: function () {
  286. var v1;
  287. return function ( array, offset, length ) {
  288. if ( v1 === undefined ) v1 = new THREE.Vector3();
  289. if ( offset === undefined ) offset = 0;
  290. if ( length === undefined ) length = array.length;
  291. for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
  292. v1.fromArray( array, j );
  293. v1.applyMatrix4( this );
  294. v1.toArray( array, j );
  295. }
  296. return array;
  297. };
  298. }(),
  299. applyToBuffer: function () {
  300. var v1;
  301. return function applyToBuffer( buffer, offset, length ) {
  302. if ( v1 === undefined ) v1 = new THREE.Vector3();
  303. if ( offset === undefined ) offset = 0;
  304. if ( length === undefined ) length = buffer.length / buffer.itemSize;
  305. for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
  306. v1.x = buffer.getX( j );
  307. v1.y = buffer.getY( j );
  308. v1.z = buffer.getZ( j );
  309. v1.applyMatrix4( this );
  310. buffer.setXYZ( v1.x, v1.y, v1.z );
  311. }
  312. return buffer;
  313. };
  314. }(),
  315. determinant: function () {
  316. var te = this.elements;
  317. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  318. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  319. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  320. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  321. //TODO: make this more efficient
  322. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  323. return (
  324. n41 * (
  325. + n14 * n23 * n32
  326. - n13 * n24 * n32
  327. - n14 * n22 * n33
  328. + n12 * n24 * n33
  329. + n13 * n22 * n34
  330. - n12 * n23 * n34
  331. ) +
  332. n42 * (
  333. + n11 * n23 * n34
  334. - n11 * n24 * n33
  335. + n14 * n21 * n33
  336. - n13 * n21 * n34
  337. + n13 * n24 * n31
  338. - n14 * n23 * n31
  339. ) +
  340. n43 * (
  341. + n11 * n24 * n32
  342. - n11 * n22 * n34
  343. - n14 * n21 * n32
  344. + n12 * n21 * n34
  345. + n14 * n22 * n31
  346. - n12 * n24 * n31
  347. ) +
  348. n44 * (
  349. - n13 * n22 * n31
  350. - n11 * n23 * n32
  351. + n11 * n22 * n33
  352. + n13 * n21 * n32
  353. - n12 * n21 * n33
  354. + n12 * n23 * n31
  355. )
  356. );
  357. },
  358. transpose: function () {
  359. var te = this.elements;
  360. var tmp;
  361. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  362. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  363. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  364. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  365. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  366. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  367. return this;
  368. },
  369. flattenToArrayOffset: function ( array, offset ) {
  370. var te = this.elements;
  371. array[ offset ] = te[ 0 ];
  372. array[ offset + 1 ] = te[ 1 ];
  373. array[ offset + 2 ] = te[ 2 ];
  374. array[ offset + 3 ] = te[ 3 ];
  375. array[ offset + 4 ] = te[ 4 ];
  376. array[ offset + 5 ] = te[ 5 ];
  377. array[ offset + 6 ] = te[ 6 ];
  378. array[ offset + 7 ] = te[ 7 ];
  379. array[ offset + 8 ] = te[ 8 ];
  380. array[ offset + 9 ] = te[ 9 ];
  381. array[ offset + 10 ] = te[ 10 ];
  382. array[ offset + 11 ] = te[ 11 ];
  383. array[ offset + 12 ] = te[ 12 ];
  384. array[ offset + 13 ] = te[ 13 ];
  385. array[ offset + 14 ] = te[ 14 ];
  386. array[ offset + 15 ] = te[ 15 ];
  387. return array;
  388. },
  389. getPosition: function () {
  390. var v1;
  391. return function () {
  392. if ( v1 === undefined ) v1 = new THREE.Vector3();
  393. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  394. return v1.setFromMatrixColumn( this, 3 );
  395. };
  396. }(),
  397. setPosition: function ( v ) {
  398. var te = this.elements;
  399. te[ 12 ] = v.x;
  400. te[ 13 ] = v.y;
  401. te[ 14 ] = v.z;
  402. return this;
  403. },
  404. getInverse: function ( m, throwOnDegenerate ) {
  405. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  406. var te = this.elements,
  407. me = m.elements,
  408. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  409. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  410. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  411. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  412. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  413. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  414. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  415. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  416. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  417. if ( det === 0 ) {
  418. var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  419. if ( throwOnDegenerate || false ) {
  420. throw new Error( msg );
  421. } else {
  422. console.warn( msg );
  423. }
  424. return this.identity();
  425. }
  426. te[ 0 ] = t11;
  427. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  428. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  429. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  430. te[ 4 ] = t12;
  431. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  432. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  433. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  434. te[ 8 ] = t13;
  435. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  436. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  437. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  438. te[ 12 ] = t14;
  439. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  440. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  441. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  442. return this.multiplyScalar( 1 / det );
  443. },
  444. scale: function ( v ) {
  445. var te = this.elements;
  446. var x = v.x, y = v.y, z = v.z;
  447. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  448. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  449. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  450. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  451. return this;
  452. },
  453. getMaxScaleOnAxis: function () {
  454. var te = this.elements;
  455. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  456. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  457. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  458. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  459. },
  460. makeTranslation: function ( x, y, z ) {
  461. this.set(
  462. 1, 0, 0, x,
  463. 0, 1, 0, y,
  464. 0, 0, 1, z,
  465. 0, 0, 0, 1
  466. );
  467. return this;
  468. },
  469. makeRotationX: function ( theta ) {
  470. var c = Math.cos( theta ), s = Math.sin( theta );
  471. this.set(
  472. 1, 0, 0, 0,
  473. 0, c, - s, 0,
  474. 0, s, c, 0,
  475. 0, 0, 0, 1
  476. );
  477. return this;
  478. },
  479. makeRotationY: function ( theta ) {
  480. var c = Math.cos( theta ), s = Math.sin( theta );
  481. this.set(
  482. c, 0, s, 0,
  483. 0, 1, 0, 0,
  484. - s, 0, c, 0,
  485. 0, 0, 0, 1
  486. );
  487. return this;
  488. },
  489. makeRotationZ: function ( theta ) {
  490. var c = Math.cos( theta ), s = Math.sin( theta );
  491. this.set(
  492. c, - s, 0, 0,
  493. s, c, 0, 0,
  494. 0, 0, 1, 0,
  495. 0, 0, 0, 1
  496. );
  497. return this;
  498. },
  499. makeRotationAxis: function ( axis, angle ) {
  500. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  501. var c = Math.cos( angle );
  502. var s = Math.sin( angle );
  503. var t = 1 - c;
  504. var x = axis.x, y = axis.y, z = axis.z;
  505. var tx = t * x, ty = t * y;
  506. this.set(
  507. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  508. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  509. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  510. 0, 0, 0, 1
  511. );
  512. return this;
  513. },
  514. makeScale: function ( x, y, z ) {
  515. this.set(
  516. x, 0, 0, 0,
  517. 0, y, 0, 0,
  518. 0, 0, z, 0,
  519. 0, 0, 0, 1
  520. );
  521. return this;
  522. },
  523. compose: function ( position, quaternion, scale ) {
  524. this.makeRotationFromQuaternion( quaternion );
  525. this.scale( scale );
  526. this.setPosition( position );
  527. return this;
  528. },
  529. decompose: function () {
  530. var vector, matrix;
  531. return function ( position, quaternion, scale ) {
  532. if ( vector === undefined ) vector = new THREE.Vector3();
  533. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  534. var te = this.elements;
  535. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  536. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  537. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  538. // if determine is negative, we need to invert one scale
  539. var det = this.determinant();
  540. if ( det < 0 ) {
  541. sx = - sx;
  542. }
  543. position.x = te[ 12 ];
  544. position.y = te[ 13 ];
  545. position.z = te[ 14 ];
  546. // scale the rotation part
  547. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  548. var invSX = 1 / sx;
  549. var invSY = 1 / sy;
  550. var invSZ = 1 / sz;
  551. matrix.elements[ 0 ] *= invSX;
  552. matrix.elements[ 1 ] *= invSX;
  553. matrix.elements[ 2 ] *= invSX;
  554. matrix.elements[ 4 ] *= invSY;
  555. matrix.elements[ 5 ] *= invSY;
  556. matrix.elements[ 6 ] *= invSY;
  557. matrix.elements[ 8 ] *= invSZ;
  558. matrix.elements[ 9 ] *= invSZ;
  559. matrix.elements[ 10 ] *= invSZ;
  560. quaternion.setFromRotationMatrix( matrix );
  561. scale.x = sx;
  562. scale.y = sy;
  563. scale.z = sz;
  564. return this;
  565. };
  566. }(),
  567. makeFrustum: function ( left, right, bottom, top, near, far ) {
  568. var te = this.elements;
  569. var x = 2 * near / ( right - left );
  570. var y = 2 * near / ( top - bottom );
  571. var a = ( right + left ) / ( right - left );
  572. var b = ( top + bottom ) / ( top - bottom );
  573. var c = - ( far + near ) / ( far - near );
  574. var d = - 2 * far * near / ( far - near );
  575. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  576. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  577. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  578. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  579. return this;
  580. },
  581. makePerspective: function ( fov, aspect, near, far ) {
  582. var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 );
  583. var ymin = - ymax;
  584. var xmin = ymin * aspect;
  585. var xmax = ymax * aspect;
  586. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  587. },
  588. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  589. var te = this.elements;
  590. var w = 1.0 / ( right - left );
  591. var h = 1.0 / ( top - bottom );
  592. var p = 1.0 / ( far - near );
  593. var x = ( right + left ) * w;
  594. var y = ( top + bottom ) * h;
  595. var z = ( far + near ) * p;
  596. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  597. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  598. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  599. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  600. return this;
  601. },
  602. equals: function ( matrix ) {
  603. var te = this.elements;
  604. var me = matrix.elements;
  605. for ( var i = 0; i < 16; i ++ ) {
  606. if ( te[ i ] !== me[ i ] ) return false;
  607. }
  608. return true;
  609. },
  610. fromArray: function ( array ) {
  611. this.elements.set( array );
  612. return this;
  613. },
  614. toArray: function () {
  615. var te = this.elements;
  616. return [
  617. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  618. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  619. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  620. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  621. ];
  622. }
  623. };
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