Matrix4.js 20 KB

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  1. import { Vector3 } from './Vector3.js';
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author supereggbert / http://www.paulbrunt.co.uk/
  5. * @author philogb / http://blog.thejit.org/
  6. * @author jordi_ros / http://plattsoft.com
  7. * @author D1plo1d / http://github.com/D1plo1d
  8. * @author alteredq / http://alteredqualia.com/
  9. * @author mikael emtinger / http://gomo.se/
  10. * @author timknip / http://www.floorplanner.com/
  11. * @author bhouston / http://clara.io
  12. * @author WestLangley / http://github.com/WestLangley
  13. */
  14. function Matrix4() {
  15. this.elements = [
  16. 1, 0, 0, 0,
  17. 0, 1, 0, 0,
  18. 0, 0, 1, 0,
  19. 0, 0, 0, 1
  20. ];
  21. if ( arguments.length > 0 ) {
  22. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  23. }
  24. }
  25. Object.assign( Matrix4.prototype, {
  26. isMatrix4: true,
  27. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  28. var te = this.elements;
  29. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  30. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  31. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  32. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  33. return this;
  34. },
  35. identity: function () {
  36. this.set(
  37. 1, 0, 0, 0,
  38. 0, 1, 0, 0,
  39. 0, 0, 1, 0,
  40. 0, 0, 0, 1
  41. );
  42. return this;
  43. },
  44. clone: function () {
  45. return new Matrix4().fromArray( this.elements );
  46. },
  47. copy: function ( m ) {
  48. var te = this.elements;
  49. var me = m.elements;
  50. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  51. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  52. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  53. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  54. return this;
  55. },
  56. copyPosition: function ( m ) {
  57. var te = this.elements, me = m.elements;
  58. te[ 12 ] = me[ 12 ];
  59. te[ 13 ] = me[ 13 ];
  60. te[ 14 ] = me[ 14 ];
  61. return this;
  62. },
  63. extractBasis: function ( xAxis, yAxis, zAxis ) {
  64. xAxis.setFromMatrixColumn( this, 0 );
  65. yAxis.setFromMatrixColumn( this, 1 );
  66. zAxis.setFromMatrixColumn( this, 2 );
  67. return this;
  68. },
  69. makeBasis: function ( xAxis, yAxis, zAxis ) {
  70. this.set(
  71. xAxis.x, yAxis.x, zAxis.x, 0,
  72. xAxis.y, yAxis.y, zAxis.y, 0,
  73. xAxis.z, yAxis.z, zAxis.z, 0,
  74. 0, 0, 0, 1
  75. );
  76. return this;
  77. },
  78. extractRotation: function () {
  79. var v1 = new Vector3();
  80. return function extractRotation( m ) {
  81. // this method does not support reflection matrices
  82. var te = this.elements;
  83. var me = m.elements;
  84. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  85. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  86. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  87. te[ 0 ] = me[ 0 ] * scaleX;
  88. te[ 1 ] = me[ 1 ] * scaleX;
  89. te[ 2 ] = me[ 2 ] * scaleX;
  90. te[ 3 ] = 0;
  91. te[ 4 ] = me[ 4 ] * scaleY;
  92. te[ 5 ] = me[ 5 ] * scaleY;
  93. te[ 6 ] = me[ 6 ] * scaleY;
  94. te[ 7 ] = 0;
  95. te[ 8 ] = me[ 8 ] * scaleZ;
  96. te[ 9 ] = me[ 9 ] * scaleZ;
  97. te[ 10 ] = me[ 10 ] * scaleZ;
  98. te[ 11 ] = 0;
  99. te[ 12 ] = 0;
  100. te[ 13 ] = 0;
  101. te[ 14 ] = 0;
  102. te[ 15 ] = 1;
  103. return this;
  104. };
  105. }(),
  106. makeRotationFromEuler: function ( euler ) {
  107. if ( ! ( euler && euler.isEuler ) ) {
  108. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  109. }
  110. var te = this.elements;
  111. var x = euler.x, y = euler.y, z = euler.z;
  112. var a = Math.cos( x ), b = Math.sin( x );
  113. var c = Math.cos( y ), d = Math.sin( y );
  114. var e = Math.cos( z ), f = Math.sin( z );
  115. if ( euler.order === 'XYZ' ) {
  116. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  117. te[ 0 ] = c * e;
  118. te[ 4 ] = - c * f;
  119. te[ 8 ] = d;
  120. te[ 1 ] = af + be * d;
  121. te[ 5 ] = ae - bf * d;
  122. te[ 9 ] = - b * c;
  123. te[ 2 ] = bf - ae * d;
  124. te[ 6 ] = be + af * d;
  125. te[ 10 ] = a * c;
  126. } else if ( euler.order === 'YXZ' ) {
  127. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  128. te[ 0 ] = ce + df * b;
  129. te[ 4 ] = de * b - cf;
  130. te[ 8 ] = a * d;
  131. te[ 1 ] = a * f;
  132. te[ 5 ] = a * e;
  133. te[ 9 ] = - b;
  134. te[ 2 ] = cf * b - de;
  135. te[ 6 ] = df + ce * b;
  136. te[ 10 ] = a * c;
  137. } else if ( euler.order === 'ZXY' ) {
  138. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  139. te[ 0 ] = ce - df * b;
  140. te[ 4 ] = - a * f;
  141. te[ 8 ] = de + cf * b;
  142. te[ 1 ] = cf + de * b;
  143. te[ 5 ] = a * e;
  144. te[ 9 ] = df - ce * b;
  145. te[ 2 ] = - a * d;
  146. te[ 6 ] = b;
  147. te[ 10 ] = a * c;
  148. } else if ( euler.order === 'ZYX' ) {
  149. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  150. te[ 0 ] = c * e;
  151. te[ 4 ] = be * d - af;
  152. te[ 8 ] = ae * d + bf;
  153. te[ 1 ] = c * f;
  154. te[ 5 ] = bf * d + ae;
  155. te[ 9 ] = af * d - be;
  156. te[ 2 ] = - d;
  157. te[ 6 ] = b * c;
  158. te[ 10 ] = a * c;
  159. } else if ( euler.order === 'YZX' ) {
  160. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  161. te[ 0 ] = c * e;
  162. te[ 4 ] = bd - ac * f;
  163. te[ 8 ] = bc * f + ad;
  164. te[ 1 ] = f;
  165. te[ 5 ] = a * e;
  166. te[ 9 ] = - b * e;
  167. te[ 2 ] = - d * e;
  168. te[ 6 ] = ad * f + bc;
  169. te[ 10 ] = ac - bd * f;
  170. } else if ( euler.order === 'XZY' ) {
  171. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  172. te[ 0 ] = c * e;
  173. te[ 4 ] = - f;
  174. te[ 8 ] = d * e;
  175. te[ 1 ] = ac * f + bd;
  176. te[ 5 ] = a * e;
  177. te[ 9 ] = ad * f - bc;
  178. te[ 2 ] = bc * f - ad;
  179. te[ 6 ] = b * e;
  180. te[ 10 ] = bd * f + ac;
  181. }
  182. // bottom row
  183. te[ 3 ] = 0;
  184. te[ 7 ] = 0;
  185. te[ 11 ] = 0;
  186. // last column
  187. te[ 12 ] = 0;
  188. te[ 13 ] = 0;
  189. te[ 14 ] = 0;
  190. te[ 15 ] = 1;
  191. return this;
  192. },
  193. makeRotationFromQuaternion: function () {
  194. var zero = new Vector3( 0, 0, 0 );
  195. var one = new Vector3( 1, 1, 1 );
  196. return function makeRotationFromQuaternion( q ) {
  197. return this.compose( zero, q, one );
  198. };
  199. }(),
  200. lookAt: function () {
  201. var x = new Vector3();
  202. var y = new Vector3();
  203. var z = new Vector3();
  204. return function lookAt( eye, target, up ) {
  205. var te = this.elements;
  206. z.subVectors( eye, target );
  207. if ( z.lengthSq() === 0 ) {
  208. // eye and target are in the same position
  209. z.z = 1;
  210. }
  211. z.normalize();
  212. x.crossVectors( up, z );
  213. if ( x.lengthSq() === 0 ) {
  214. // up and z are parallel
  215. if ( Math.abs( up.z ) === 1 ) {
  216. z.x += 0.0001;
  217. } else {
  218. z.z += 0.0001;
  219. }
  220. z.normalize();
  221. x.crossVectors( up, z );
  222. }
  223. x.normalize();
  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. premultiply: function ( m ) {
  239. return this.multiplyMatrices( m, this );
  240. },
  241. multiplyMatrices: function ( a, b ) {
  242. var ae = a.elements;
  243. var be = b.elements;
  244. var te = this.elements;
  245. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  246. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  247. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  248. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  249. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  250. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  251. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  252. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  253. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  254. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  255. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  256. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  257. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  258. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  259. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  260. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  261. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  262. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  263. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  264. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  265. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  266. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  267. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  268. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  269. return this;
  270. },
  271. multiplyScalar: function ( s ) {
  272. var te = this.elements;
  273. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  274. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  275. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  276. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  277. return this;
  278. },
  279. applyToBufferAttribute: function () {
  280. var v1 = new Vector3();
  281. return function applyToBufferAttribute( attribute ) {
  282. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  283. v1.x = attribute.getX( i );
  284. v1.y = attribute.getY( i );
  285. v1.z = attribute.getZ( i );
  286. v1.applyMatrix4( this );
  287. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  288. }
  289. return attribute;
  290. };
  291. }(),
  292. determinant: function () {
  293. var te = this.elements;
  294. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  295. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  296. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  297. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  298. //TODO: make this more efficient
  299. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  300. return (
  301. n41 * (
  302. + n14 * n23 * n32
  303. - n13 * n24 * n32
  304. - n14 * n22 * n33
  305. + n12 * n24 * n33
  306. + n13 * n22 * n34
  307. - n12 * n23 * n34
  308. ) +
  309. n42 * (
  310. + n11 * n23 * n34
  311. - n11 * n24 * n33
  312. + n14 * n21 * n33
  313. - n13 * n21 * n34
  314. + n13 * n24 * n31
  315. - n14 * n23 * n31
  316. ) +
  317. n43 * (
  318. + n11 * n24 * n32
  319. - n11 * n22 * n34
  320. - n14 * n21 * n32
  321. + n12 * n21 * n34
  322. + n14 * n22 * n31
  323. - n12 * n24 * n31
  324. ) +
  325. n44 * (
  326. - n13 * n22 * n31
  327. - n11 * n23 * n32
  328. + n11 * n22 * n33
  329. + n13 * n21 * n32
  330. - n12 * n21 * n33
  331. + n12 * n23 * n31
  332. )
  333. );
  334. },
  335. transpose: function () {
  336. var te = this.elements;
  337. var tmp;
  338. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  339. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  340. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  341. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  342. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  343. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  344. return this;
  345. },
  346. setPosition: function ( v ) {
  347. var te = this.elements;
  348. te[ 12 ] = v.x;
  349. te[ 13 ] = v.y;
  350. te[ 14 ] = v.z;
  351. return this;
  352. },
  353. getInverse: function ( m, throwOnDegenerate ) {
  354. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  355. var te = this.elements,
  356. me = m.elements,
  357. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  358. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  359. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  360. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  361. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  362. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  363. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  364. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  365. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  366. if ( det === 0 ) {
  367. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  368. if ( throwOnDegenerate === true ) {
  369. throw new Error( msg );
  370. } else {
  371. console.warn( msg );
  372. }
  373. return this.identity();
  374. }
  375. var detInv = 1 / det;
  376. te[ 0 ] = t11 * detInv;
  377. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  378. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  379. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  380. te[ 4 ] = t12 * detInv;
  381. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  382. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  383. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  384. te[ 8 ] = t13 * detInv;
  385. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  386. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  387. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  388. te[ 12 ] = t14 * detInv;
  389. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  390. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  391. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  392. return this;
  393. },
  394. scale: function ( v ) {
  395. var te = this.elements;
  396. var x = v.x, y = v.y, z = v.z;
  397. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  398. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  399. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  400. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  401. return this;
  402. },
  403. getMaxScaleOnAxis: function () {
  404. var te = this.elements;
  405. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  406. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  407. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  408. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  409. },
  410. makeTranslation: function ( x, y, z ) {
  411. this.set(
  412. 1, 0, 0, x,
  413. 0, 1, 0, y,
  414. 0, 0, 1, z,
  415. 0, 0, 0, 1
  416. );
  417. return this;
  418. },
  419. makeRotationX: function ( theta ) {
  420. var c = Math.cos( theta ), s = Math.sin( theta );
  421. this.set(
  422. 1, 0, 0, 0,
  423. 0, c, - s, 0,
  424. 0, s, c, 0,
  425. 0, 0, 0, 1
  426. );
  427. return this;
  428. },
  429. makeRotationY: function ( theta ) {
  430. var c = Math.cos( theta ), s = Math.sin( theta );
  431. this.set(
  432. c, 0, s, 0,
  433. 0, 1, 0, 0,
  434. - s, 0, c, 0,
  435. 0, 0, 0, 1
  436. );
  437. return this;
  438. },
  439. makeRotationZ: function ( theta ) {
  440. var c = Math.cos( theta ), s = Math.sin( theta );
  441. this.set(
  442. c, - s, 0, 0,
  443. s, c, 0, 0,
  444. 0, 0, 1, 0,
  445. 0, 0, 0, 1
  446. );
  447. return this;
  448. },
  449. makeRotationAxis: function ( axis, angle ) {
  450. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  451. var c = Math.cos( angle );
  452. var s = Math.sin( angle );
  453. var t = 1 - c;
  454. var x = axis.x, y = axis.y, z = axis.z;
  455. var tx = t * x, ty = t * y;
  456. this.set(
  457. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  458. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  459. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  460. 0, 0, 0, 1
  461. );
  462. return this;
  463. },
  464. makeScale: function ( x, y, z ) {
  465. this.set(
  466. x, 0, 0, 0,
  467. 0, y, 0, 0,
  468. 0, 0, z, 0,
  469. 0, 0, 0, 1
  470. );
  471. return this;
  472. },
  473. makeShear: function ( x, y, z ) {
  474. this.set(
  475. 1, y, z, 0,
  476. x, 1, z, 0,
  477. x, y, 1, 0,
  478. 0, 0, 0, 1
  479. );
  480. return this;
  481. },
  482. compose: function ( position, quaternion, scale ) {
  483. var te = this.elements;
  484. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  485. var x2 = x + x, y2 = y + y, z2 = z + z;
  486. var xx = x * x2, xy = x * y2, xz = x * z2;
  487. var yy = y * y2, yz = y * z2, zz = z * z2;
  488. var wx = w * x2, wy = w * y2, wz = w * z2;
  489. var sx = scale.x, sy = scale.y, sz = scale.z;
  490. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  491. te[ 1 ] = ( xy + wz ) * sx;
  492. te[ 2 ] = ( xz - wy ) * sx;
  493. te[ 3 ] = 0;
  494. te[ 4 ] = ( xy - wz ) * sy;
  495. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  496. te[ 6 ] = ( yz + wx ) * sy;
  497. te[ 7 ] = 0;
  498. te[ 8 ] = ( xz + wy ) * sz;
  499. te[ 9 ] = ( yz - wx ) * sz;
  500. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  501. te[ 11 ] = 0;
  502. te[ 12 ] = position.x;
  503. te[ 13 ] = position.y;
  504. te[ 14 ] = position.z;
  505. te[ 15 ] = 1;
  506. return this;
  507. },
  508. decompose: function () {
  509. var vector = new Vector3();
  510. var matrix = new Matrix4();
  511. return function decompose( position, quaternion, scale ) {
  512. var te = this.elements;
  513. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  514. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  515. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  516. // if determine is negative, we need to invert one scale
  517. var det = this.determinant();
  518. if ( det < 0 ) sx = - sx;
  519. position.x = te[ 12 ];
  520. position.y = te[ 13 ];
  521. position.z = te[ 14 ];
  522. // scale the rotation part
  523. matrix.copy( this );
  524. var invSX = 1 / sx;
  525. var invSY = 1 / sy;
  526. var invSZ = 1 / sz;
  527. matrix.elements[ 0 ] *= invSX;
  528. matrix.elements[ 1 ] *= invSX;
  529. matrix.elements[ 2 ] *= invSX;
  530. matrix.elements[ 4 ] *= invSY;
  531. matrix.elements[ 5 ] *= invSY;
  532. matrix.elements[ 6 ] *= invSY;
  533. matrix.elements[ 8 ] *= invSZ;
  534. matrix.elements[ 9 ] *= invSZ;
  535. matrix.elements[ 10 ] *= invSZ;
  536. quaternion.setFromRotationMatrix( matrix );
  537. scale.x = sx;
  538. scale.y = sy;
  539. scale.z = sz;
  540. return this;
  541. };
  542. }(),
  543. makePerspective: function ( left, right, top, bottom, near, far ) {
  544. if ( far === undefined ) {
  545. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  546. }
  547. var te = this.elements;
  548. var x = 2 * near / ( right - left );
  549. var y = 2 * near / ( top - bottom );
  550. var a = ( right + left ) / ( right - left );
  551. var b = ( top + bottom ) / ( top - bottom );
  552. var c = - ( far + near ) / ( far - near );
  553. var d = - 2 * far * near / ( far - near );
  554. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  555. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  556. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  557. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  558. return this;
  559. },
  560. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  561. var te = this.elements;
  562. var w = 1.0 / ( right - left );
  563. var h = 1.0 / ( top - bottom );
  564. var p = 1.0 / ( far - near );
  565. var x = ( right + left ) * w;
  566. var y = ( top + bottom ) * h;
  567. var z = ( far + near ) * p;
  568. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  569. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  570. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  571. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  572. return this;
  573. },
  574. equals: function ( matrix ) {
  575. var te = this.elements;
  576. var me = matrix.elements;
  577. for ( var i = 0; i < 16; i ++ ) {
  578. if ( te[ i ] !== me[ i ] ) return false;
  579. }
  580. return true;
  581. },
  582. fromArray: function ( array, offset ) {
  583. if ( offset === undefined ) offset = 0;
  584. for ( var i = 0; i < 16; i ++ ) {
  585. this.elements[ i ] = array[ i + offset ];
  586. }
  587. return this;
  588. },
  589. toArray: function ( array, offset ) {
  590. if ( array === undefined ) array = [];
  591. if ( offset === undefined ) offset = 0;
  592. var te = this.elements;
  593. array[ offset ] = te[ 0 ];
  594. array[ offset + 1 ] = te[ 1 ];
  595. array[ offset + 2 ] = te[ 2 ];
  596. array[ offset + 3 ] = te[ 3 ];
  597. array[ offset + 4 ] = te[ 4 ];
  598. array[ offset + 5 ] = te[ 5 ];
  599. array[ offset + 6 ] = te[ 6 ];
  600. array[ offset + 7 ] = te[ 7 ];
  601. array[ offset + 8 ] = te[ 8 ];
  602. array[ offset + 9 ] = te[ 9 ];
  603. array[ offset + 10 ] = te[ 10 ];
  604. array[ offset + 11 ] = te[ 11 ];
  605. array[ offset + 12 ] = te[ 12 ];
  606. array[ offset + 13 ] = te[ 13 ];
  607. array[ offset + 14 ] = te[ 14 ];
  608. array[ offset + 15 ] = te[ 15 ];
  609. return array;
  610. }
  611. } );
  612. export { Matrix4 };
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