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://exocortex.com
  11. * @author WestLangley / http://github.com/WestLangley
  12. */
  13. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  14. var te = this.elements = new Float32Array( 16 );
  15. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  16. // we should not support semi specification of Matrix4, it is just weird.
  17. te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  18. te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  19. te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  20. te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
  21. };
  22. THREE.Matrix4.prototype = {
  23. constructor: THREE.Matrix4,
  24. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  25. var te = this.elements;
  26. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  27. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  28. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  29. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  30. return this;
  31. },
  32. identity: function () {
  33. this.set(
  34. 1, 0, 0, 0,
  35. 0, 1, 0, 0,
  36. 0, 0, 1, 0,
  37. 0, 0, 0, 1
  38. );
  39. return this;
  40. },
  41. copy: function ( m ) {
  42. var me = m.elements;
  43. this.set(
  44. me[0], me[4], me[8], me[12],
  45. me[1], me[5], me[9], me[13],
  46. me[2], me[6], me[10], me[14],
  47. me[3], me[7], me[11], me[15]
  48. );
  49. return this;
  50. },
  51. setRotationFromEuler: function ( v, order ) {
  52. var te = this.elements;
  53. var x = v.x, y = v.y, z = v.z;
  54. var a = Math.cos( x ), b = Math.sin( x );
  55. var c = Math.cos( y ), d = Math.sin( y );
  56. var e = Math.cos( z ), f = Math.sin( z );
  57. if ( order === undefined || order === 'XYZ' ) {
  58. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  59. te[0] = c * e;
  60. te[4] = - c * f;
  61. te[8] = d;
  62. te[1] = af + be * d;
  63. te[5] = ae - bf * d;
  64. te[9] = - b * c;
  65. te[2] = bf - ae * d;
  66. te[6] = be + af * d;
  67. te[10] = a * c;
  68. } else if ( order === 'YXZ' ) {
  69. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  70. te[0] = ce + df * b;
  71. te[4] = de * b - cf;
  72. te[8] = a * d;
  73. te[1] = a * f;
  74. te[5] = a * e;
  75. te[9] = - b;
  76. te[2] = cf * b - de;
  77. te[6] = df + ce * b;
  78. te[10] = a * c;
  79. } else if ( order === 'ZXY' ) {
  80. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  81. te[0] = ce - df * b;
  82. te[4] = - a * f;
  83. te[8] = de + cf * b;
  84. te[1] = cf + de * b;
  85. te[5] = a * e;
  86. te[9] = df - ce * b;
  87. te[2] = - a * d;
  88. te[6] = b;
  89. te[10] = a * c;
  90. } else if ( order === 'ZYX' ) {
  91. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  92. te[0] = c * e;
  93. te[4] = be * d - af;
  94. te[8] = ae * d + bf;
  95. te[1] = c * f;
  96. te[5] = bf * d + ae;
  97. te[9] = af * d - be;
  98. te[2] = - d;
  99. te[6] = b * c;
  100. te[10] = a * c;
  101. } else if ( order === 'YZX' ) {
  102. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  103. te[0] = c * e;
  104. te[4] = bd - ac * f;
  105. te[8] = bc * f + ad;
  106. te[1] = f;
  107. te[5] = a * e;
  108. te[9] = - b * e;
  109. te[2] = - d * e;
  110. te[6] = ad * f + bc;
  111. te[10] = ac - bd * f;
  112. } else if ( order === 'XZY' ) {
  113. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  114. te[0] = c * e;
  115. te[4] = - f;
  116. te[8] = d * e;
  117. te[1] = ac * f + bd;
  118. te[5] = a * e;
  119. te[9] = ad * f - bc;
  120. te[2] = bc * f - ad;
  121. te[6] = b * e;
  122. te[10] = bd * f + ac;
  123. }
  124. return this;
  125. },
  126. setRotationFromQuaternion: function ( q ) {
  127. var te = this.elements;
  128. var x = q.x, y = q.y, z = q.z, w = q.w;
  129. var x2 = x + x, y2 = y + y, z2 = z + z;
  130. var xx = x * x2, xy = x * y2, xz = x * z2;
  131. var yy = y * y2, yz = y * z2, zz = z * z2;
  132. var wx = w * x2, wy = w * y2, wz = w * z2;
  133. te[0] = 1 - ( yy + zz );
  134. te[4] = xy - wz;
  135. te[8] = xz + wy;
  136. te[1] = xy + wz;
  137. te[5] = 1 - ( xx + zz );
  138. te[9] = yz - wx;
  139. te[2] = xz - wy;
  140. te[6] = yz + wx;
  141. te[10] = 1 - ( xx + yy );
  142. return this;
  143. },
  144. lookAt: function() {
  145. var x = new THREE.Vector3();
  146. var y = new THREE.Vector3();
  147. var z = new THREE.Vector3();
  148. return function ( eye, target, up ) {
  149. var te = this.elements;
  150. z.subVectors( eye, target ).normalize();
  151. if ( z.length() === 0 ) {
  152. z.z = 1;
  153. }
  154. x.crossVectors( up, z ).normalize();
  155. if ( x.length() === 0 ) {
  156. z.x += 0.0001;
  157. x.crossVectors( up, z ).normalize();
  158. }
  159. y.crossVectors( z, x );
  160. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  161. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  162. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  163. return this;
  164. };
  165. }(),
  166. multiply: function ( m, n ) {
  167. if ( n !== undefined ) {
  168. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  169. return this.multiplyMatrices( m, n );
  170. }
  171. return this.multiplyMatrices( this, m );
  172. },
  173. multiplyMatrices: function ( a, b ) {
  174. var ae = a.elements;
  175. var be = b.elements;
  176. var te = this.elements;
  177. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  178. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  179. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  180. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  181. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  182. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  183. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  184. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  185. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  186. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  187. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  188. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  189. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  190. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  191. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  192. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  193. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  194. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  195. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  196. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  197. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  198. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  199. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  200. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  201. return this;
  202. },
  203. multiplyToArray: function ( a, b, r ) {
  204. var te = this.elements;
  205. this.multiplyMatrices( a, b );
  206. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  207. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  208. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  209. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  210. return this;
  211. },
  212. multiplyScalar: function ( s ) {
  213. var te = this.elements;
  214. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  215. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  216. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  217. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  218. return this;
  219. },
  220. multiplyVector3: function ( vector ) {
  221. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  222. return vector.applyProjection( this );
  223. },
  224. multiplyVector4: function ( vector ) {
  225. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  226. return vector.applyMatrix4( this );
  227. },
  228. multiplyVector3Array: function() {
  229. var v1 = new THREE.Vector3();
  230. return function ( a ) {
  231. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  232. v1.x = a[ i ];
  233. v1.y = a[ i + 1 ];
  234. v1.z = a[ i + 2 ];
  235. v1.applyProjection( this );
  236. a[ i ] = v1.x;
  237. a[ i + 1 ] = v1.y;
  238. a[ i + 2 ] = v1.z;
  239. }
  240. return a;
  241. };
  242. }(),
  243. rotateAxis: function ( v ) {
  244. console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  245. v.transformDirection( this );
  246. },
  247. crossVector: function ( a ) {
  248. var te = this.elements;
  249. var v = new THREE.Vector4();
  250. v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
  251. v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
  252. v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
  253. v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
  254. return v;
  255. },
  256. determinant: function () {
  257. var te = this.elements;
  258. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  259. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  260. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  261. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  262. //TODO: make this more efficient
  263. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  264. return (
  265. n41 * (
  266. +n14 * n23 * n32
  267. -n13 * n24 * n32
  268. -n14 * n22 * n33
  269. +n12 * n24 * n33
  270. +n13 * n22 * n34
  271. -n12 * n23 * n34
  272. ) +
  273. n42 * (
  274. +n11 * n23 * n34
  275. -n11 * n24 * n33
  276. +n14 * n21 * n33
  277. -n13 * n21 * n34
  278. +n13 * n24 * n31
  279. -n14 * n23 * n31
  280. ) +
  281. n43 * (
  282. +n11 * n24 * n32
  283. -n11 * n22 * n34
  284. -n14 * n21 * n32
  285. +n12 * n21 * n34
  286. +n14 * n22 * n31
  287. -n12 * n24 * n31
  288. ) +
  289. n44 * (
  290. -n13 * n22 * n31
  291. -n11 * n23 * n32
  292. +n11 * n22 * n33
  293. +n13 * n21 * n32
  294. -n12 * n21 * n33
  295. +n12 * n23 * n31
  296. )
  297. );
  298. },
  299. transpose: function () {
  300. var te = this.elements;
  301. var tmp;
  302. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  303. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  304. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  305. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  306. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  307. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  308. return this;
  309. },
  310. flattenToArray: function ( flat ) {
  311. var te = this.elements;
  312. flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
  313. flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
  314. flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
  315. flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
  316. return flat;
  317. },
  318. flattenToArrayOffset: function( flat, offset ) {
  319. var te = this.elements;
  320. flat[ offset ] = te[0];
  321. flat[ offset + 1 ] = te[1];
  322. flat[ offset + 2 ] = te[2];
  323. flat[ offset + 3 ] = te[3];
  324. flat[ offset + 4 ] = te[4];
  325. flat[ offset + 5 ] = te[5];
  326. flat[ offset + 6 ] = te[6];
  327. flat[ offset + 7 ] = te[7];
  328. flat[ offset + 8 ] = te[8];
  329. flat[ offset + 9 ] = te[9];
  330. flat[ offset + 10 ] = te[10];
  331. flat[ offset + 11 ] = te[11];
  332. flat[ offset + 12 ] = te[12];
  333. flat[ offset + 13 ] = te[13];
  334. flat[ offset + 14 ] = te[14];
  335. flat[ offset + 15 ] = te[15];
  336. return flat;
  337. },
  338. getPosition: function() {
  339. var v1 = new THREE.Vector3();
  340. return function () {
  341. console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
  342. var te = this.elements;
  343. return v1.set( te[12], te[13], te[14] );
  344. };
  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, throwOnInvertible ) {
  354. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  355. var te = this.elements;
  356. var me = m.elements;
  357. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  358. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  359. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  360. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  361. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  362. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  363. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  364. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  365. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  366. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  367. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  368. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  369. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  370. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  371. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  372. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  373. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  374. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  375. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  376. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  377. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
  378. if ( det == 0 ) {
  379. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  380. if ( throwOnInvertible || false ) {
  381. throw new Error( msg );
  382. } else {
  383. console.warn( msg );
  384. }
  385. this.identity();
  386. return this;
  387. }
  388. this.multiplyScalar( 1 / det );
  389. return this;
  390. },
  391. extractPosition: function ( m ) {
  392. var te = this.elements;
  393. var me = m.elements;
  394. te[12] = me[12];
  395. te[13] = me[13];
  396. te[14] = me[14];
  397. return this;
  398. },
  399. extractRotation: function() {
  400. var v1 = new THREE.Vector3();
  401. return function ( m ) {
  402. var te = this.elements;
  403. var me = m.elements;
  404. var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
  405. var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
  406. var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
  407. te[0] = me[0] * scaleX;
  408. te[1] = me[1] * scaleX;
  409. te[2] = me[2] * scaleX;
  410. te[4] = me[4] * scaleY;
  411. te[5] = me[5] * scaleY;
  412. te[6] = me[6] * scaleY;
  413. te[8] = me[8] * scaleZ;
  414. te[9] = me[9] * scaleZ;
  415. te[10] = me[10] * scaleZ;
  416. return this;
  417. };
  418. }(),
  419. translate: function ( v ) {
  420. console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
  421. },
  422. rotateX: function ( angle ) {
  423. console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
  424. },
  425. rotateY: function ( angle ) {
  426. console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
  427. },
  428. rotateZ: function ( angle ) {
  429. console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
  430. },
  431. rotateByAxis: function ( axis, angle ) {
  432. console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
  433. },
  434. scale: function ( v ) {
  435. var te = this.elements;
  436. var x = v.x, y = v.y, z = v.z;
  437. te[0] *= x; te[4] *= y; te[8] *= z;
  438. te[1] *= x; te[5] *= y; te[9] *= z;
  439. te[2] *= x; te[6] *= y; te[10] *= z;
  440. te[3] *= x; te[7] *= y; te[11] *= z;
  441. return this;
  442. },
  443. getMaxScaleOnAxis: function () {
  444. var te = this.elements;
  445. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  446. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  447. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  448. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  449. },
  450. makeTranslation: function ( x, y, z ) {
  451. this.set(
  452. 1, 0, 0, x,
  453. 0, 1, 0, y,
  454. 0, 0, 1, z,
  455. 0, 0, 0, 1
  456. );
  457. return this;
  458. },
  459. makeRotationX: function ( theta ) {
  460. var c = Math.cos( theta ), s = Math.sin( theta );
  461. this.set(
  462. 1, 0, 0, 0,
  463. 0, c, -s, 0,
  464. 0, s, c, 0,
  465. 0, 0, 0, 1
  466. );
  467. return this;
  468. },
  469. makeRotationY: function ( theta ) {
  470. var c = Math.cos( theta ), s = Math.sin( theta );
  471. this.set(
  472. c, 0, s, 0,
  473. 0, 1, 0, 0,
  474. -s, 0, c, 0,
  475. 0, 0, 0, 1
  476. );
  477. return this;
  478. },
  479. makeRotationZ: function ( theta ) {
  480. var c = Math.cos( theta ), s = Math.sin( theta );
  481. this.set(
  482. c, -s, 0, 0,
  483. s, c, 0, 0,
  484. 0, 0, 1, 0,
  485. 0, 0, 0, 1
  486. );
  487. return this;
  488. },
  489. makeRotationAxis: function ( axis, angle ) {
  490. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  491. var c = Math.cos( angle );
  492. var s = Math.sin( angle );
  493. var t = 1 - c;
  494. var x = axis.x, y = axis.y, z = axis.z;
  495. var tx = t * x, ty = t * y;
  496. this.set(
  497. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  498. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  499. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  500. 0, 0, 0, 1
  501. );
  502. return this;
  503. },
  504. makeScale: function ( x, y, z ) {
  505. this.set(
  506. x, 0, 0, 0,
  507. 0, y, 0, 0,
  508. 0, 0, z, 0,
  509. 0, 0, 0, 1
  510. );
  511. return this;
  512. },
  513. makeFrustum: function ( left, right, bottom, top, near, far ) {
  514. var te = this.elements;
  515. var x = 2 * near / ( right - left );
  516. var y = 2 * near / ( top - bottom );
  517. var a = ( right + left ) / ( right - left );
  518. var b = ( top + bottom ) / ( top - bottom );
  519. var c = - ( far + near ) / ( far - near );
  520. var d = - 2 * far * near / ( far - near );
  521. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  522. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  523. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  524. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  525. return this;
  526. },
  527. makePerspective: function ( fov, aspect, near, far ) {
  528. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  529. var ymin = - ymax;
  530. var xmin = ymin * aspect;
  531. var xmax = ymax * aspect;
  532. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  533. },
  534. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  535. var te = this.elements;
  536. var w = right - left;
  537. var h = top - bottom;
  538. var p = far - near;
  539. var x = ( right + left ) / w;
  540. var y = ( top + bottom ) / h;
  541. var z = ( far + near ) / p;
  542. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  543. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  544. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  545. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  546. return this;
  547. },
  548. clone: function () {
  549. var te = this.elements;
  550. return new THREE.Matrix4(
  551. te[0], te[4], te[8], te[12],
  552. te[1], te[5], te[9], te[13],
  553. te[2], te[6], te[10], te[14],
  554. te[3], te[7], te[11], te[15]
  555. );
  556. }
  557. };
  558. THREE.extend( THREE.Matrix4.prototype, {
  559. compose: function() {
  560. var mRotation = new THREE.Matrix4();
  561. var mScale = new THREE.Matrix4();
  562. return function ( position, quaternion, scale ) {
  563. var te = this.elements;
  564. mRotation.identity();
  565. mRotation.setRotationFromQuaternion( quaternion );
  566. mScale.makeScale( scale.x, scale.y, scale.z );
  567. this.multiplyMatrices( mRotation, mScale );
  568. te[12] = position.x;
  569. te[13] = position.y;
  570. te[14] = position.z;
  571. return this;
  572. };
  573. }(),
  574. decompose: function() {
  575. var x = new THREE.Vector3();
  576. var y = new THREE.Vector3();
  577. var z = new THREE.Vector3();
  578. var matrix = new THREE.Matrix4();
  579. return function ( position, quaternion, scale ) {
  580. var te = this.elements;
  581. // grab the axis vectors
  582. x.set( te[0], te[1], te[2] );
  583. y.set( te[4], te[5], te[6] );
  584. z.set( te[8], te[9], te[10] );
  585. position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
  586. quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
  587. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  588. scale.x = x.length();
  589. scale.y = y.length();
  590. scale.z = z.length();
  591. position.x = te[12];
  592. position.y = te[13];
  593. position.z = te[14];
  594. // scale the rotation part
  595. matrix.copy( this );
  596. matrix.elements[0] /= scale.x;
  597. matrix.elements[1] /= scale.x;
  598. matrix.elements[2] /= scale.x;
  599. matrix.elements[4] /= scale.y;
  600. matrix.elements[5] /= scale.y;
  601. matrix.elements[6] /= scale.y;
  602. matrix.elements[8] /= scale.z;
  603. matrix.elements[9] /= scale.z;
  604. matrix.elements[10] /= scale.z;
  605. quaternion.setFromRotationMatrix( matrix );
  606. return [ position, quaternion, scale ];
  607. };
  608. }()
  609. } );
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