Matrix4.js 21 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 extractRotation( 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 lookAt( eye, target, up ) {
  211. if ( x === undefined ) {
  212. x = new THREE.Vector3();
  213. y = new THREE.Vector3();
  214. z = new THREE.Vector3();
  215. }
  216. var te = this.elements;
  217. z.subVectors( eye, target ).normalize();
  218. if ( z.lengthSq() === 0 ) {
  219. z.z = 1;
  220. }
  221. x.crossVectors( up, z ).normalize();
  222. if ( x.lengthSq() === 0 ) {
  223. z.z += 0.0001;
  224. x.crossVectors( up, z ).normalize();
  225. }
  226. y.crossVectors( z, x );
  227. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  228. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  229. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  230. return this;
  231. };
  232. }(),
  233. multiply: function ( m, n ) {
  234. if ( n !== undefined ) {
  235. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  236. return this.multiplyMatrices( m, n );
  237. }
  238. return this.multiplyMatrices( this, m );
  239. },
  240. premultiply: function ( m ) {
  241. return this.multiplyMatrices( m, this );
  242. },
  243. multiplyMatrices: function ( a, b ) {
  244. var ae = a.elements;
  245. var be = b.elements;
  246. var te = this.elements;
  247. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  248. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  249. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  250. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  251. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  252. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  253. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  254. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  255. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  256. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  257. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  258. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  259. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  260. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  261. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  262. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  263. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  264. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  265. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  266. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  267. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  268. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  269. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  270. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  271. return this;
  272. },
  273. multiplyToArray: function ( a, b, r ) {
  274. var te = this.elements;
  275. this.multiplyMatrices( a, b );
  276. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  277. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  278. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  279. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  280. return this;
  281. },
  282. multiplyScalar: function ( s ) {
  283. var te = this.elements;
  284. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  285. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  286. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  287. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  288. return this;
  289. },
  290. applyToVector3Array: function () {
  291. var v1;
  292. return function applyToVector3Array( array, offset, length ) {
  293. if ( v1 === undefined ) v1 = new THREE.Vector3();
  294. if ( offset === undefined ) offset = 0;
  295. if ( length === undefined ) length = array.length;
  296. for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
  297. v1.fromArray( array, j );
  298. v1.applyMatrix4( this );
  299. v1.toArray( array, j );
  300. }
  301. return array;
  302. };
  303. }(),
  304. applyToBuffer: function () {
  305. var v1;
  306. return function applyToBuffer( buffer, offset, length ) {
  307. if ( v1 === undefined ) v1 = new THREE.Vector3();
  308. if ( offset === undefined ) offset = 0;
  309. if ( length === undefined ) length = buffer.length / buffer.itemSize;
  310. for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
  311. v1.x = buffer.getX( j );
  312. v1.y = buffer.getY( j );
  313. v1.z = buffer.getZ( j );
  314. v1.applyMatrix4( this );
  315. buffer.setXYZ( v1.x, v1.y, v1.z );
  316. }
  317. return buffer;
  318. };
  319. }(),
  320. determinant: function () {
  321. var te = this.elements;
  322. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  323. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  324. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  325. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  326. //TODO: make this more efficient
  327. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  328. return (
  329. n41 * (
  330. + n14 * n23 * n32
  331. - n13 * n24 * n32
  332. - n14 * n22 * n33
  333. + n12 * n24 * n33
  334. + n13 * n22 * n34
  335. - n12 * n23 * n34
  336. ) +
  337. n42 * (
  338. + n11 * n23 * n34
  339. - n11 * n24 * n33
  340. + n14 * n21 * n33
  341. - n13 * n21 * n34
  342. + n13 * n24 * n31
  343. - n14 * n23 * n31
  344. ) +
  345. n43 * (
  346. + n11 * n24 * n32
  347. - n11 * n22 * n34
  348. - n14 * n21 * n32
  349. + n12 * n21 * n34
  350. + n14 * n22 * n31
  351. - n12 * n24 * n31
  352. ) +
  353. n44 * (
  354. - n13 * n22 * n31
  355. - n11 * n23 * n32
  356. + n11 * n22 * n33
  357. + n13 * n21 * n32
  358. - n12 * n21 * n33
  359. + n12 * n23 * n31
  360. )
  361. );
  362. },
  363. transpose: function () {
  364. var te = this.elements;
  365. var tmp;
  366. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  367. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  368. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  369. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  370. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  371. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  372. return this;
  373. },
  374. flattenToArrayOffset: function ( array, offset ) {
  375. console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " +
  376. "- just use .toArray instead." );
  377. return this.toArray( array, offset );
  378. },
  379. getPosition: function () {
  380. var v1;
  381. return function getPosition() {
  382. if ( v1 === undefined ) v1 = new THREE.Vector3();
  383. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  384. return v1.setFromMatrixColumn( this, 3 );
  385. };
  386. }(),
  387. setPosition: function ( v ) {
  388. var te = this.elements;
  389. te[ 12 ] = v.x;
  390. te[ 13 ] = v.y;
  391. te[ 14 ] = v.z;
  392. return this;
  393. },
  394. getInverse: function ( m, throwOnDegenerate ) {
  395. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  396. var te = this.elements,
  397. me = m.elements,
  398. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  399. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  400. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  401. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  402. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  403. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  404. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  405. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  406. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  407. if ( det === 0 ) {
  408. var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  409. if ( throwOnDegenerate || false ) {
  410. throw new Error( msg );
  411. } else {
  412. console.warn( msg );
  413. }
  414. return this.identity();
  415. }
  416. var detInv = 1 / det;
  417. te[ 0 ] = t11 * detInv;
  418. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  419. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  420. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  421. te[ 4 ] = t12 * detInv;
  422. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  423. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  424. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  425. te[ 8 ] = t13 * detInv;
  426. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  427. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  428. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  429. te[ 12 ] = t14 * detInv;
  430. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  431. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  432. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  433. return this;
  434. },
  435. scale: function ( v ) {
  436. var te = this.elements;
  437. var x = v.x, y = v.y, z = v.z;
  438. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  439. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  440. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  441. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  442. return this;
  443. },
  444. getMaxScaleOnAxis: function () {
  445. var te = this.elements;
  446. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  447. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  448. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  449. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  450. },
  451. makeTranslation: function ( x, y, z ) {
  452. this.set(
  453. 1, 0, 0, x,
  454. 0, 1, 0, y,
  455. 0, 0, 1, z,
  456. 0, 0, 0, 1
  457. );
  458. return this;
  459. },
  460. makeRotationX: function ( theta ) {
  461. var c = Math.cos( theta ), s = Math.sin( theta );
  462. this.set(
  463. 1, 0, 0, 0,
  464. 0, c, - s, 0,
  465. 0, s, c, 0,
  466. 0, 0, 0, 1
  467. );
  468. return this;
  469. },
  470. makeRotationY: function ( theta ) {
  471. var c = Math.cos( theta ), s = Math.sin( theta );
  472. this.set(
  473. c, 0, s, 0,
  474. 0, 1, 0, 0,
  475. - s, 0, c, 0,
  476. 0, 0, 0, 1
  477. );
  478. return this;
  479. },
  480. makeRotationZ: function ( theta ) {
  481. var c = Math.cos( theta ), s = Math.sin( theta );
  482. this.set(
  483. c, - s, 0, 0,
  484. s, c, 0, 0,
  485. 0, 0, 1, 0,
  486. 0, 0, 0, 1
  487. );
  488. return this;
  489. },
  490. makeRotationAxis: function ( axis, angle ) {
  491. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  492. var c = Math.cos( angle );
  493. var s = Math.sin( angle );
  494. var t = 1 - c;
  495. var x = axis.x, y = axis.y, z = axis.z;
  496. var tx = t * x, ty = t * y;
  497. this.set(
  498. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  499. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  500. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  501. 0, 0, 0, 1
  502. );
  503. return this;
  504. },
  505. makeScale: function ( x, y, z ) {
  506. this.set(
  507. x, 0, 0, 0,
  508. 0, y, 0, 0,
  509. 0, 0, z, 0,
  510. 0, 0, 0, 1
  511. );
  512. return this;
  513. },
  514. compose: function ( position, quaternion, scale ) {
  515. this.makeRotationFromQuaternion( quaternion );
  516. this.scale( scale );
  517. this.setPosition( position );
  518. return this;
  519. },
  520. decompose: function () {
  521. var vector, matrix;
  522. return function decompose( position, quaternion, scale ) {
  523. if ( vector === undefined ) {
  524. vector = new THREE.Vector3();
  525. matrix = new THREE.Matrix4();
  526. }
  527. var te = this.elements;
  528. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  529. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  530. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  531. // if determine is negative, we need to invert one scale
  532. var det = this.determinant();
  533. if ( det < 0 ) {
  534. sx = - sx;
  535. }
  536. position.x = te[ 12 ];
  537. position.y = te[ 13 ];
  538. position.z = te[ 14 ];
  539. // scale the rotation part
  540. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  541. var invSX = 1 / sx;
  542. var invSY = 1 / sy;
  543. var invSZ = 1 / sz;
  544. matrix.elements[ 0 ] *= invSX;
  545. matrix.elements[ 1 ] *= invSX;
  546. matrix.elements[ 2 ] *= invSX;
  547. matrix.elements[ 4 ] *= invSY;
  548. matrix.elements[ 5 ] *= invSY;
  549. matrix.elements[ 6 ] *= invSY;
  550. matrix.elements[ 8 ] *= invSZ;
  551. matrix.elements[ 9 ] *= invSZ;
  552. matrix.elements[ 10 ] *= invSZ;
  553. quaternion.setFromRotationMatrix( matrix );
  554. scale.x = sx;
  555. scale.y = sy;
  556. scale.z = sz;
  557. return this;
  558. };
  559. }(),
  560. makeFrustum: function ( left, right, bottom, top, near, far ) {
  561. var te = this.elements;
  562. var x = 2 * near / ( right - left );
  563. var y = 2 * near / ( top - bottom );
  564. var a = ( right + left ) / ( right - left );
  565. var b = ( top + bottom ) / ( top - bottom );
  566. var c = - ( far + near ) / ( far - near );
  567. var d = - 2 * far * near / ( far - near );
  568. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  569. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  570. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  571. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  572. return this;
  573. },
  574. makePerspective: function ( fov, aspect, near, far ) {
  575. var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 );
  576. var ymin = - ymax;
  577. var xmin = ymin * aspect;
  578. var xmax = ymax * aspect;
  579. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  580. },
  581. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  582. var te = this.elements;
  583. var w = 1.0 / ( right - left );
  584. var h = 1.0 / ( top - bottom );
  585. var p = 1.0 / ( far - near );
  586. var x = ( right + left ) * w;
  587. var y = ( top + bottom ) * h;
  588. var z = ( far + near ) * p;
  589. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  590. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  591. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  592. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  593. return this;
  594. },
  595. equals: function ( matrix ) {
  596. var te = this.elements;
  597. var me = matrix.elements;
  598. for ( var i = 0; i < 16; i ++ ) {
  599. if ( te[ i ] !== me[ i ] ) return false;
  600. }
  601. return true;
  602. },
  603. fromArray: function ( array ) {
  604. this.elements.set( array );
  605. return this;
  606. },
  607. toArray: function ( array, offset ) {
  608. if ( array === undefined ) array = [];
  609. if ( offset === undefined ) offset = 0;
  610. var te = this.elements;
  611. array[ offset ] = te[ 0 ];
  612. array[ offset + 1 ] = te[ 1 ];
  613. array[ offset + 2 ] = te[ 2 ];
  614. array[ offset + 3 ] = te[ 3 ];
  615. array[ offset + 4 ] = te[ 4 ];
  616. array[ offset + 5 ] = te[ 5 ];
  617. array[ offset + 6 ] = te[ 6 ];
  618. array[ offset + 7 ] = te[ 7 ];
  619. array[ offset + 8 ] = te[ 8 ];
  620. array[ offset + 9 ] = te[ 9 ];
  621. array[ offset + 10 ] = te[ 10 ];
  622. array[ offset + 11 ] = te[ 11 ];
  623. array[ offset + 12 ] = te[ 12 ];
  624. array[ offset + 13 ] = te[ 13 ];
  625. array[ offset + 14 ] = te[ 14 ];
  626. array[ offset + 15 ] = te[ 15 ];
  627. return array;
  628. }
  629. };
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