Matrix4.js 23 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author supereggbert / http://www.paulbrunt.co.uk/
  4. * @author philogb / http://blog.thejit.org/
  5. * @author jordi_ros / http://plattsoft.com
  6. * @author D1plo1d / http://github.com/D1plo1d
  7. * @author alteredq / http://alteredqualia.com/
  8. * @author mikael emtinger / http://gomo.se/
  9. * @author timknip / http://www.floorplanner.com/
  10. * @author bhouston / http://exocortex.com
  11. */
  12. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  13. this.elements = new Float32Array( 16 );
  14. this.set(
  15. ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
  16. n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
  17. n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
  18. n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
  19. );
  20. };
  21. THREE.Matrix4.prototype = {
  22. constructor: THREE.Matrix4,
  23. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  24. var te = this.elements;
  25. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  26. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  27. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  28. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  29. return this;
  30. },
  31. identity: function () {
  32. this.set(
  33. 1, 0, 0, 0,
  34. 0, 1, 0, 0,
  35. 0, 0, 1, 0,
  36. 0, 0, 0, 1
  37. );
  38. return this;
  39. },
  40. copy: function ( m ) {
  41. var me = m.elements;
  42. this.set(
  43. me[0], me[4], me[8], me[12],
  44. me[1], me[5], me[9], me[13],
  45. me[2], me[6], me[10], me[14],
  46. me[3], me[7], me[11], me[15]
  47. );
  48. return this;
  49. },
  50. setRotationFromEuler: function ( v, order ) {
  51. var te = this.elements;
  52. var x = v.x, y = v.y, z = v.z;
  53. var a = Math.cos( x ), b = Math.sin( x );
  54. var c = Math.cos( y ), d = Math.sin( y );
  55. var e = Math.cos( z ), f = Math.sin( z );
  56. if ( order === undefined || order === 'XYZ' ) {
  57. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  58. te[0] = c * e;
  59. te[4] = - c * f;
  60. te[8] = d;
  61. te[1] = af + be * d;
  62. te[5] = ae - bf * d;
  63. te[9] = - b * c;
  64. te[2] = bf - ae * d;
  65. te[6] = be + af * d;
  66. te[10] = a * c;
  67. } else if ( order === 'YXZ' ) {
  68. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  69. te[0] = ce + df * b;
  70. te[4] = de * b - cf;
  71. te[8] = a * d;
  72. te[1] = a * f;
  73. te[5] = a * e;
  74. te[9] = - b;
  75. te[2] = cf * b - de;
  76. te[6] = df + ce * b;
  77. te[10] = a * c;
  78. } else if ( order === 'ZXY' ) {
  79. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  80. te[0] = ce - df * b;
  81. te[4] = - a * f;
  82. te[8] = de + cf * b;
  83. te[1] = cf + de * b;
  84. te[5] = a * e;
  85. te[9] = df - ce * b;
  86. te[2] = - a * d;
  87. te[6] = b;
  88. te[10] = a * c;
  89. } else if ( order === 'ZYX' ) {
  90. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  91. te[0] = c * e;
  92. te[4] = be * d - af;
  93. te[8] = ae * d + bf;
  94. te[1] = c * f;
  95. te[5] = bf * d + ae;
  96. te[9] = af * d - be;
  97. te[2] = - d;
  98. te[6] = b * c;
  99. te[10] = a * c;
  100. } else if ( order === 'YZX' ) {
  101. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  102. te[0] = c * e;
  103. te[4] = bd - ac * f;
  104. te[8] = bc * f + ad;
  105. te[1] = f;
  106. te[5] = a * e;
  107. te[9] = - b * e;
  108. te[2] = - d * e;
  109. te[6] = ad * f + bc;
  110. te[10] = ac - bd * f;
  111. } else if ( order === 'XZY' ) {
  112. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  113. te[0] = c * e;
  114. te[4] = - f;
  115. te[8] = d * e;
  116. te[1] = ac * f + bd;
  117. te[5] = a * e;
  118. te[9] = ad * f - bc;
  119. te[2] = bc * f - ad;
  120. te[6] = b * e;
  121. te[10] = bd * f + ac;
  122. }
  123. return this;
  124. },
  125. setRotationFromQuaternion: function ( q ) {
  126. var te = this.elements;
  127. var x = q.x, y = q.y, z = q.z, w = q.w;
  128. var x2 = x + x, y2 = y + y, z2 = z + z;
  129. var xx = x * x2, xy = x * y2, xz = x * z2;
  130. var yy = y * y2, yz = y * z2, zz = z * z2;
  131. var wx = w * x2, wy = w * y2, wz = w * z2;
  132. te[0] = 1 - ( yy + zz );
  133. te[4] = xy - wz;
  134. te[8] = xz + wy;
  135. te[1] = xy + wz;
  136. te[5] = 1 - ( xx + zz );
  137. te[9] = yz - wx;
  138. te[2] = xz - wy;
  139. te[6] = yz + wx;
  140. te[10] = 1 - ( xx + yy );
  141. return this;
  142. },
  143. lookAt: function ( eye, target, up ) {
  144. var te = this.elements;
  145. var x = THREE.Matrix4.__v1;
  146. var y = THREE.Matrix4.__v2;
  147. var z = THREE.Matrix4.__v3;
  148. z.subVectors( eye, target ).normalize();
  149. if ( z.length() === 0 ) {
  150. z.z = 1;
  151. }
  152. x.crossVectors( up, z ).normalize();
  153. if ( x.length() === 0 ) {
  154. z.x += 0.0001;
  155. x.crossVectors( up, z ).normalize();
  156. }
  157. y.crossVectors( z, x );
  158. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  159. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  160. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  161. return this;
  162. },
  163. multiply: function ( m, n ) {
  164. if ( n !== undefined ) {
  165. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  166. return this.multiplyMatrices( m, n );
  167. }
  168. return this.multiplyMatrices( this, m );
  169. },
  170. multiplyMatrices: function ( a, b ) {
  171. var ae = a.elements;
  172. var be = b.elements;
  173. var te = this.elements;
  174. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  175. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  176. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  177. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  178. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  179. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  180. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  181. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  182. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  183. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  184. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  185. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  186. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  187. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  188. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  189. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  190. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  191. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  192. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  193. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  194. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  195. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  196. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  197. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  198. return this;
  199. },
  200. multiplyToArray: function ( a, b, r ) {
  201. var te = this.elements;
  202. this.multiplyMatrices( a, b );
  203. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  204. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  205. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  206. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  207. return this;
  208. },
  209. multiplyScalar: function ( s ) {
  210. var te = this.elements;
  211. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  212. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  213. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  214. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  215. return this;
  216. },
  217. multiplyVector3: function ( vector ) {
  218. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  219. return vector.applyProjection( this );
  220. },
  221. multiplyVector4: function ( vector ) {
  222. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  223. return vector.applyMatrix4( this );
  224. },
  225. multiplyVector3Array: function ( a ) {
  226. var tmp = THREE.Matrix4.__v1;
  227. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  228. tmp.x = a[ i ];
  229. tmp.y = a[ i + 1 ];
  230. tmp.z = a[ i + 2 ];
  231. tmp.applyProjection( this );
  232. a[ i ] = tmp.x;
  233. a[ i + 1 ] = tmp.y;
  234. a[ i + 2 ] = tmp.z;
  235. }
  236. return a;
  237. },
  238. rotateAxis: function ( v ) {
  239. var te = this.elements;
  240. var vx = v.x, vy = v.y, vz = v.z;
  241. v.x = vx * te[0] + vy * te[4] + vz * te[8];
  242. v.y = vx * te[1] + vy * te[5] + vz * te[9];
  243. v.z = vx * te[2] + vy * te[6] + vz * te[10];
  244. v.normalize();
  245. return v;
  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 te = this.elements;
  340. return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
  341. },
  342. setPosition: function ( v ) {
  343. var te = this.elements;
  344. te[12] = v.x;
  345. te[13] = v.y;
  346. te[14] = v.z;
  347. return this;
  348. },
  349. getColumnX: function () {
  350. var te = this.elements;
  351. return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
  352. },
  353. getColumnY: function () {
  354. var te = this.elements;
  355. return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
  356. },
  357. getColumnZ: function() {
  358. var te = this.elements;
  359. return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
  360. },
  361. getInverse: function ( m, throwOnInvertible ) {
  362. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  363. var te = this.elements;
  364. var me = m.elements;
  365. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  366. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  367. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  368. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  369. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  370. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  371. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  372. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  373. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  374. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  375. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  376. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  377. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  378. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  379. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  380. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  381. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  382. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  383. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  384. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  385. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
  386. if ( det == 0 ) {
  387. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  388. if ( throwOnInvertible || false ) {
  389. throw new Error( msg );
  390. } else {
  391. console.warn( msg );
  392. }
  393. this.identity();
  394. return this;
  395. }
  396. this.multiplyScalar( 1 / det );
  397. return this;
  398. },
  399. compose: function ( translation, rotation, scale ) {
  400. var te = this.elements;
  401. var mRotation = THREE.Matrix4.__m1;
  402. var mScale = THREE.Matrix4.__m2;
  403. mRotation.identity();
  404. mRotation.setRotationFromQuaternion( rotation );
  405. mScale.makeScale( scale.x, scale.y, scale.z );
  406. this.multiplyMatrices( mRotation, mScale );
  407. te[12] = translation.x;
  408. te[13] = translation.y;
  409. te[14] = translation.z;
  410. return this;
  411. },
  412. decompose: function ( translation, rotation, scale ) {
  413. var te = this.elements;
  414. // grab the axis vectors
  415. var x = THREE.Matrix4.__v1;
  416. var y = THREE.Matrix4.__v2;
  417. var z = THREE.Matrix4.__v3;
  418. x.set( te[0], te[1], te[2] );
  419. y.set( te[4], te[5], te[6] );
  420. z.set( te[8], te[9], te[10] );
  421. translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
  422. rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
  423. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  424. scale.x = x.length();
  425. scale.y = y.length();
  426. scale.z = z.length();
  427. translation.x = te[12];
  428. translation.y = te[13];
  429. translation.z = te[14];
  430. // scale the rotation part
  431. var matrix = THREE.Matrix4.__m1;
  432. matrix.copy( this );
  433. matrix.elements[0] /= scale.x;
  434. matrix.elements[1] /= scale.x;
  435. matrix.elements[2] /= scale.x;
  436. matrix.elements[4] /= scale.y;
  437. matrix.elements[5] /= scale.y;
  438. matrix.elements[6] /= scale.y;
  439. matrix.elements[8] /= scale.z;
  440. matrix.elements[9] /= scale.z;
  441. matrix.elements[10] /= scale.z;
  442. rotation.setFromRotationMatrix( matrix );
  443. return [ translation, rotation, scale ];
  444. },
  445. extractPosition: function ( m ) {
  446. var te = this.elements;
  447. var me = m.elements;
  448. te[12] = me[12];
  449. te[13] = me[13];
  450. te[14] = me[14];
  451. return this;
  452. },
  453. extractRotation: function ( m ) {
  454. var te = this.elements;
  455. var me = m.elements;
  456. var vector = THREE.Matrix4.__v1;
  457. var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
  458. var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
  459. var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
  460. te[0] = me[0] * scaleX;
  461. te[1] = me[1] * scaleX;
  462. te[2] = me[2] * scaleX;
  463. te[4] = me[4] * scaleY;
  464. te[5] = me[5] * scaleY;
  465. te[6] = me[6] * scaleY;
  466. te[8] = me[8] * scaleZ;
  467. te[9] = me[9] * scaleZ;
  468. te[10] = me[10] * scaleZ;
  469. return this;
  470. },
  471. //
  472. translate: function ( v ) {
  473. var te = this.elements;
  474. var x = v.x, y = v.y, z = v.z;
  475. te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
  476. te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
  477. te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
  478. te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
  479. return this;
  480. },
  481. rotateX: function ( angle ) {
  482. var te = this.elements;
  483. var m12 = te[4];
  484. var m22 = te[5];
  485. var m32 = te[6];
  486. var m42 = te[7];
  487. var m13 = te[8];
  488. var m23 = te[9];
  489. var m33 = te[10];
  490. var m43 = te[11];
  491. var c = Math.cos( angle );
  492. var s = Math.sin( angle );
  493. te[4] = c * m12 + s * m13;
  494. te[5] = c * m22 + s * m23;
  495. te[6] = c * m32 + s * m33;
  496. te[7] = c * m42 + s * m43;
  497. te[8] = c * m13 - s * m12;
  498. te[9] = c * m23 - s * m22;
  499. te[10] = c * m33 - s * m32;
  500. te[11] = c * m43 - s * m42;
  501. return this;
  502. },
  503. rotateY: function ( angle ) {
  504. var te = this.elements;
  505. var m11 = te[0];
  506. var m21 = te[1];
  507. var m31 = te[2];
  508. var m41 = te[3];
  509. var m13 = te[8];
  510. var m23 = te[9];
  511. var m33 = te[10];
  512. var m43 = te[11];
  513. var c = Math.cos( angle );
  514. var s = Math.sin( angle );
  515. te[0] = c * m11 - s * m13;
  516. te[1] = c * m21 - s * m23;
  517. te[2] = c * m31 - s * m33;
  518. te[3] = c * m41 - s * m43;
  519. te[8] = c * m13 + s * m11;
  520. te[9] = c * m23 + s * m21;
  521. te[10] = c * m33 + s * m31;
  522. te[11] = c * m43 + s * m41;
  523. return this;
  524. },
  525. rotateZ: function ( angle ) {
  526. var te = this.elements;
  527. var m11 = te[0];
  528. var m21 = te[1];
  529. var m31 = te[2];
  530. var m41 = te[3];
  531. var m12 = te[4];
  532. var m22 = te[5];
  533. var m32 = te[6];
  534. var m42 = te[7];
  535. var c = Math.cos( angle );
  536. var s = Math.sin( angle );
  537. te[0] = c * m11 + s * m12;
  538. te[1] = c * m21 + s * m22;
  539. te[2] = c * m31 + s * m32;
  540. te[3] = c * m41 + s * m42;
  541. te[4] = c * m12 - s * m11;
  542. te[5] = c * m22 - s * m21;
  543. te[6] = c * m32 - s * m31;
  544. te[7] = c * m42 - s * m41;
  545. return this;
  546. },
  547. rotateByAxis: function ( axis, angle ) {
  548. var te = this.elements;
  549. // optimize by checking axis
  550. if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
  551. return this.rotateX( angle );
  552. } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
  553. return this.rotateY( angle );
  554. } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
  555. return this.rotateZ( angle );
  556. }
  557. var x = axis.x, y = axis.y, z = axis.z;
  558. var n = Math.sqrt(x * x + y * y + z * z);
  559. x /= n;
  560. y /= n;
  561. z /= n;
  562. var xx = x * x, yy = y * y, zz = z * z;
  563. var c = Math.cos( angle );
  564. var s = Math.sin( angle );
  565. var oneMinusCosine = 1 - c;
  566. var xy = x * y * oneMinusCosine;
  567. var xz = x * z * oneMinusCosine;
  568. var yz = y * z * oneMinusCosine;
  569. var xs = x * s;
  570. var ys = y * s;
  571. var zs = z * s;
  572. var r11 = xx + (1 - xx) * c;
  573. var r21 = xy + zs;
  574. var r31 = xz - ys;
  575. var r12 = xy - zs;
  576. var r22 = yy + (1 - yy) * c;
  577. var r32 = yz + xs;
  578. var r13 = xz + ys;
  579. var r23 = yz - xs;
  580. var r33 = zz + (1 - zz) * c;
  581. var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
  582. var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
  583. var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
  584. var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
  585. te[0] = r11 * m11 + r21 * m12 + r31 * m13;
  586. te[1] = r11 * m21 + r21 * m22 + r31 * m23;
  587. te[2] = r11 * m31 + r21 * m32 + r31 * m33;
  588. te[3] = r11 * m41 + r21 * m42 + r31 * m43;
  589. te[4] = r12 * m11 + r22 * m12 + r32 * m13;
  590. te[5] = r12 * m21 + r22 * m22 + r32 * m23;
  591. te[6] = r12 * m31 + r22 * m32 + r32 * m33;
  592. te[7] = r12 * m41 + r22 * m42 + r32 * m43;
  593. te[8] = r13 * m11 + r23 * m12 + r33 * m13;
  594. te[9] = r13 * m21 + r23 * m22 + r33 * m23;
  595. te[10] = r13 * m31 + r23 * m32 + r33 * m33;
  596. te[11] = r13 * m41 + r23 * m42 + r33 * m43;
  597. return this;
  598. },
  599. scale: function ( v ) {
  600. var te = this.elements;
  601. var x = v.x, y = v.y, z = v.z;
  602. te[0] *= x; te[4] *= y; te[8] *= z;
  603. te[1] *= x; te[5] *= y; te[9] *= z;
  604. te[2] *= x; te[6] *= y; te[10] *= z;
  605. te[3] *= x; te[7] *= y; te[11] *= z;
  606. return this;
  607. },
  608. getMaxScaleOnAxis: function () {
  609. var te = this.elements;
  610. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  611. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  612. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  613. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  614. },
  615. //
  616. makeTranslation: function ( x, y, z ) {
  617. this.set(
  618. 1, 0, 0, x,
  619. 0, 1, 0, y,
  620. 0, 0, 1, z,
  621. 0, 0, 0, 1
  622. );
  623. return this;
  624. },
  625. makeRotationX: function ( theta ) {
  626. var c = Math.cos( theta ), s = Math.sin( theta );
  627. this.set(
  628. 1, 0, 0, 0,
  629. 0, c, -s, 0,
  630. 0, s, c, 0,
  631. 0, 0, 0, 1
  632. );
  633. return this;
  634. },
  635. makeRotationY: function ( theta ) {
  636. var c = Math.cos( theta ), s = Math.sin( theta );
  637. this.set(
  638. c, 0, s, 0,
  639. 0, 1, 0, 0,
  640. -s, 0, c, 0,
  641. 0, 0, 0, 1
  642. );
  643. return this;
  644. },
  645. makeRotationZ: function ( theta ) {
  646. var c = Math.cos( theta ), s = Math.sin( theta );
  647. this.set(
  648. c, -s, 0, 0,
  649. s, c, 0, 0,
  650. 0, 0, 1, 0,
  651. 0, 0, 0, 1
  652. );
  653. return this;
  654. },
  655. makeRotationAxis: function ( axis, angle ) {
  656. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  657. var c = Math.cos( angle );
  658. var s = Math.sin( angle );
  659. var t = 1 - c;
  660. var x = axis.x, y = axis.y, z = axis.z;
  661. var tx = t * x, ty = t * y;
  662. this.set(
  663. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  664. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  665. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  666. 0, 0, 0, 1
  667. );
  668. return this;
  669. },
  670. makeScale: function ( x, y, z ) {
  671. this.set(
  672. x, 0, 0, 0,
  673. 0, y, 0, 0,
  674. 0, 0, z, 0,
  675. 0, 0, 0, 1
  676. );
  677. return this;
  678. },
  679. makeFrustum: function ( left, right, bottom, top, near, far ) {
  680. var te = this.elements;
  681. var x = 2 * near / ( right - left );
  682. var y = 2 * near / ( top - bottom );
  683. var a = ( right + left ) / ( right - left );
  684. var b = ( top + bottom ) / ( top - bottom );
  685. var c = - ( far + near ) / ( far - near );
  686. var d = - 2 * far * near / ( far - near );
  687. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  688. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  689. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  690. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  691. return this;
  692. },
  693. makePerspective: function ( fov, aspect, near, far ) {
  694. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  695. var ymin = - ymax;
  696. var xmin = ymin * aspect;
  697. var xmax = ymax * aspect;
  698. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  699. },
  700. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  701. var te = this.elements;
  702. var w = right - left;
  703. var h = top - bottom;
  704. var p = far - near;
  705. var x = ( right + left ) / w;
  706. var y = ( top + bottom ) / h;
  707. var z = ( far + near ) / p;
  708. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  709. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  710. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  711. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  712. return this;
  713. },
  714. clone: function () {
  715. var te = this.elements;
  716. return new THREE.Matrix4(
  717. te[0], te[4], te[8], te[12],
  718. te[1], te[5], te[9], te[13],
  719. te[2], te[6], te[10], te[14],
  720. te[3], te[7], te[11], te[15]
  721. );
  722. }
  723. };
  724. THREE.Matrix4.__v1 = new THREE.Vector3();
  725. THREE.Matrix4.__v2 = new THREE.Vector3();
  726. THREE.Matrix4.__v3 = new THREE.Vector3();
  727. THREE.Matrix4.__m1 = new THREE.Matrix4();
  728. THREE.Matrix4.__m2 = new THREE.Matrix4();
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