Matrix4.js 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709
  1. /**
  2. * @author mr.doob / 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. */
  10. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  11. this.set(
  12. n11 || 1, n12 || 0, n13 || 0, n14 || 0,
  13. n21 || 0, n22 || 1, n23 || 0, n24 || 0,
  14. n31 || 0, n32 || 0, n33 || 1, n34 || 0,
  15. n41 || 0, n42 || 0, n43 || 0, n44 || 1
  16. );
  17. this.flat = new Array( 16 );
  18. this.m33 = new THREE.Matrix3();
  19. };
  20. THREE.Matrix4.prototype = {
  21. set : function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  22. this.n11 = n11; this.n12 = n12; this.n13 = n13; this.n14 = n14;
  23. this.n21 = n21; this.n22 = n22; this.n23 = n23; this.n24 = n24;
  24. this.n31 = n31; this.n32 = n32; this.n33 = n33; this.n34 = n34;
  25. this.n41 = n41; this.n42 = n42; this.n43 = n43; this.n44 = n44;
  26. return this;
  27. },
  28. identity : function () {
  29. this.set(
  30. 1, 0, 0, 0,
  31. 0, 1, 0, 0,
  32. 0, 0, 1, 0,
  33. 0, 0, 0, 1
  34. );
  35. return this;
  36. },
  37. copy : function ( m ) {
  38. this.set(
  39. m.n11, m.n12, m.n13, m.n14,
  40. m.n21, m.n22, m.n23, m.n24,
  41. m.n31, m.n32, m.n33, m.n34,
  42. m.n41, m.n42, m.n43, m.n44
  43. );
  44. return this;
  45. },
  46. lookAt : function ( eye, center, up ) {
  47. /*
  48. var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3;
  49. z.sub( center, eye ).normalize();
  50. x.cross( up, z ).normalize();
  51. y.cross( z, x ).normalize();
  52. this.n11 = x.x; this.n12 = x.y; this.n13 = x.z; this.n14 = - x.dot( eye );
  53. this.n21 = y.x; this.n22 = y.y; this.n23 = y.z; this.n24 = - y.dot( eye );
  54. this.n31 = z.x; this.n32 = z.y; this.n33 = z.z; this.n34 = - z.dot( eye );
  55. this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1;
  56. return this;
  57. */
  58. var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3;
  59. z.sub( eye, center ).normalize();
  60. if ( z.length() === 0 ) {
  61. z.z = 1;
  62. }
  63. x.cross( up, z ).normalize();
  64. if ( x.length() === 0 ) {
  65. z.x += 0.0001;
  66. x.cross( up, z ).normalize();
  67. }
  68. y.cross( z, x ).normalize();
  69. this.n11 = x.x; this.n12 = y.x; this.n13 = z.x;
  70. this.n21 = x.y; this.n22 = y.y; this.n23 = z.y;
  71. this.n31 = x.z; this.n32 = y.z; this.n33 = z.z;
  72. return this;
  73. },
  74. multiplyVector3 : function ( v ) {
  75. var vx = v.x, vy = v.y, vz = v.z,
  76. d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 );
  77. v.x = ( this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 ) * d;
  78. v.y = ( this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 ) * d;
  79. v.z = ( this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 ) * d;
  80. return v;
  81. },
  82. multiplyVector4 : function ( v ) {
  83. var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
  84. v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
  85. v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
  86. v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
  87. v.w = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
  88. return v;
  89. },
  90. rotateAxis : function ( v ) {
  91. var vx = v.x, vy = v.y, vz = v.z;
  92. v.x = vx * this.n11 + vy * this.n12 + vz * this.n13;
  93. v.y = vx * this.n21 + vy * this.n22 + vz * this.n23;
  94. v.z = vx * this.n31 + vy * this.n32 + vz * this.n33;
  95. v.normalize();
  96. return v;
  97. },
  98. crossVector : function ( a ) {
  99. var v = new THREE.Vector4();
  100. v.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
  101. v.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
  102. v.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w;
  103. v.w = ( a.w ) ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
  104. return v;
  105. },
  106. multiply : function ( a, b ) {
  107. var a11 = a.n11, a12 = a.n12, a13 = a.n13, a14 = a.n14,
  108. a21 = a.n21, a22 = a.n22, a23 = a.n23, a24 = a.n24,
  109. a31 = a.n31, a32 = a.n32, a33 = a.n33, a34 = a.n34,
  110. a41 = a.n41, a42 = a.n42, a43 = a.n43, a44 = a.n44,
  111. b11 = b.n11, b12 = b.n12, b13 = b.n13, b14 = b.n14,
  112. b21 = b.n21, b22 = b.n22, b23 = b.n23, b24 = b.n24,
  113. b31 = b.n31, b32 = b.n32, b33 = b.n33, b34 = b.n34,
  114. b41 = b.n41, b42 = b.n42, b43 = b.n43, b44 = b.n44;
  115. this.n11 = a11 * b11 + a12 * b21 + a13 * b31;
  116. this.n12 = a11 * b12 + a12 * b22 + a13 * b32;
  117. this.n13 = a11 * b13 + a12 * b23 + a13 * b33;
  118. this.n14 = a11 * b14 + a12 * b24 + a13 * b34 + a14;
  119. this.n21 = a21 * b11 + a22 * b21 + a23 * b31;
  120. this.n22 = a21 * b12 + a22 * b22 + a23 * b32;
  121. this.n23 = a21 * b13 + a22 * b23 + a23 * b33;
  122. this.n24 = a21 * b14 + a22 * b24 + a23 * b34 + a24;
  123. this.n31 = a31 * b11 + a32 * b21 + a33 * b31;
  124. this.n32 = a31 * b12 + a32 * b22 + a33 * b32;
  125. this.n33 = a31 * b13 + a32 * b23 + a33 * b33;
  126. this.n34 = a31 * b14 + a32 * b24 + a33 * b34 + a34;
  127. this.n41 = a41 * b11 + a42 * b21 + a43 * b31;
  128. this.n42 = a41 * b12 + a42 * b22 + a43 * b32;
  129. this.n43 = a41 * b13 + a42 * b23 + a43 * b33;
  130. this.n44 = a41 * b14 + a42 * b24 + a43 * b34 + a44;
  131. /*
  132. this.n11 = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  133. this.n12 = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  134. this.n13 = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  135. this.n14 = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  136. this.n21 = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  137. this.n22 = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  138. this.n23 = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  139. this.n24 = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  140. this.n31 = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  141. this.n32 = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  142. this.n33 = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  143. this.n34 = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  144. this.n41 = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  145. this.n42 = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  146. this.n43 = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  147. this.n44 = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  148. */
  149. return this;
  150. },
  151. multiplyToArray : function ( a, b, r ) {
  152. this.multiply( a, b );
  153. r[ 0 ] = this.n11; r[ 1 ] = this.n21; r[ 2 ] = this.n31; r[ 3 ] = this.n41;
  154. r[ 4 ] = this.n12; r[ 5 ] = this.n22; r[ 6 ] = this.n32; r[ 7 ] = this.n42;
  155. r[ 8 ] = this.n13; r[ 9 ] = this.n23; r[ 10 ] = this.n33; r[ 11 ] = this.n43;
  156. r[ 12 ] = this.n14; r[ 13 ] = this.n24; r[ 14 ] = this.n34; r[ 15 ] = this.n44;
  157. return this;
  158. },
  159. multiplySelf : function ( m ) {
  160. this.multiply( this, m );
  161. return this;
  162. },
  163. multiplyScalar : function ( s ) {
  164. this.n11 *= s; this.n12 *= s; this.n13 *= s; this.n14 *= s;
  165. this.n21 *= s; this.n22 *= s; this.n23 *= s; this.n24 *= s;
  166. this.n31 *= s; this.n32 *= s; this.n33 *= s; this.n34 *= s;
  167. this.n41 *= s; this.n42 *= s; this.n43 *= s; this.n44 *= s;
  168. return this;
  169. },
  170. determinant : function () {
  171. var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14,
  172. n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24,
  173. n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34,
  174. n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44;
  175. //TODO: make this more efficient
  176. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  177. return (
  178. n14 * n23 * n32 * n41-
  179. n13 * n24 * n32 * n41-
  180. n14 * n22 * n33 * n41+
  181. n12 * n24 * n33 * n41+
  182. n13 * n22 * n34 * n41-
  183. n12 * n23 * n34 * n41-
  184. n14 * n23 * n31 * n42+
  185. n13 * n24 * n31 * n42+
  186. n14 * n21 * n33 * n42-
  187. n11 * n24 * n33 * n42-
  188. n13 * n21 * n34 * n42+
  189. n11 * n23 * n34 * n42+
  190. n14 * n22 * n31 * n43-
  191. n12 * n24 * n31 * n43-
  192. n14 * n21 * n32 * n43+
  193. n11 * n24 * n32 * n43+
  194. n12 * n21 * n34 * n43-
  195. n11 * n22 * n34 * n43-
  196. n13 * n22 * n31 * n44+
  197. n12 * n23 * n31 * n44+
  198. n13 * n21 * n32 * n44-
  199. n11 * n23 * n32 * n44-
  200. n12 * n21 * n33 * n44+
  201. n11 * n22 * n33 * n44
  202. );
  203. },
  204. transpose : function () {
  205. var tmp;
  206. tmp = this.n21; this.n21 = this.n12; this.n12 = tmp;
  207. tmp = this.n31; this.n31 = this.n13; this.n13 = tmp;
  208. tmp = this.n32; this.n32 = this.n23; this.n23 = tmp;
  209. tmp = this.n41; this.n41 = this.n14; this.n14 = tmp;
  210. tmp = this.n42; this.n42 = this.n24; this.n24 = tmp;
  211. tmp = this.n43; this.n43 = this.n34; this.n43 = tmp;
  212. return this;
  213. },
  214. clone : function () {
  215. var m = new THREE.Matrix4();
  216. m.n11 = this.n11; m.n12 = this.n12; m.n13 = this.n13; m.n14 = this.n14;
  217. m.n21 = this.n21; m.n22 = this.n22; m.n23 = this.n23; m.n24 = this.n24;
  218. m.n31 = this.n31; m.n32 = this.n32; m.n33 = this.n33; m.n34 = this.n34;
  219. m.n41 = this.n41; m.n42 = this.n42; m.n43 = this.n43; m.n44 = this.n44;
  220. return m;
  221. },
  222. flatten : function () {
  223. this.flat[ 0 ] = this.n11; this.flat[ 1 ] = this.n21; this.flat[ 2 ] = this.n31; this.flat[ 3 ] = this.n41;
  224. this.flat[ 4 ] = this.n12; this.flat[ 5 ] = this.n22; this.flat[ 6 ] = this.n32; this.flat[ 7 ] = this.n42;
  225. this.flat[ 8 ] = this.n13; this.flat[ 9 ] = this.n23; this.flat[ 10 ] = this.n33; this.flat[ 11 ] = this.n43;
  226. this.flat[ 12 ] = this.n14; this.flat[ 13 ] = this.n24; this.flat[ 14 ] = this.n34; this.flat[ 15 ] = this.n44;
  227. return this.flat;
  228. },
  229. flattenToArray : function ( flat ) {
  230. flat[ 0 ] = this.n11; flat[ 1 ] = this.n21; flat[ 2 ] = this.n31; flat[ 3 ] = this.n41;
  231. flat[ 4 ] = this.n12; flat[ 5 ] = this.n22; flat[ 6 ] = this.n32; flat[ 7 ] = this.n42;
  232. flat[ 8 ] = this.n13; flat[ 9 ] = this.n23; flat[ 10 ] = this.n33; flat[ 11 ] = this.n43;
  233. flat[ 12 ] = this.n14; flat[ 13 ] = this.n24; flat[ 14 ] = this.n34; flat[ 15 ] = this.n44;
  234. return flat;
  235. },
  236. flattenToArrayOffset : function( flat, offset ) {
  237. flat[ offset ] = this.n11;
  238. flat[ offset + 1 ] = this.n21;
  239. flat[ offset + 2 ] = this.n31;
  240. flat[ offset + 3 ] = this.n41;
  241. flat[ offset + 4 ] = this.n12;
  242. flat[ offset + 5 ] = this.n22;
  243. flat[ offset + 6 ] = this.n32;
  244. flat[ offset + 7 ] = this.n42;
  245. flat[ offset + 8 ] = this.n13;
  246. flat[ offset + 9 ] = this.n23;
  247. flat[ offset + 10 ] = this.n33;
  248. flat[ offset + 11 ] = this.n43;
  249. flat[ offset + 12 ] = this.n14;
  250. flat[ offset + 13 ] = this.n24;
  251. flat[ offset + 14 ] = this.n34;
  252. flat[ offset + 15 ] = this.n44;
  253. return flat;
  254. },
  255. setTranslation : function( x, y, z ) {
  256. this.set(
  257. 1, 0, 0, x,
  258. 0, 1, 0, y,
  259. 0, 0, 1, z,
  260. 0, 0, 0, 1
  261. );
  262. return this;
  263. },
  264. setScale : function ( x, y, z ) {
  265. this.set(
  266. x, 0, 0, 0,
  267. 0, y, 0, 0,
  268. 0, 0, z, 0,
  269. 0, 0, 0, 1
  270. );
  271. return this;
  272. },
  273. setRotationX : function ( theta ) {
  274. var c = Math.cos( theta ), s = Math.sin( theta );
  275. this.set(
  276. 1, 0, 0, 0,
  277. 0, c, -s, 0,
  278. 0, s, c, 0,
  279. 0, 0, 0, 1
  280. );
  281. return this;
  282. },
  283. setRotationY : function( theta ) {
  284. var c = Math.cos( theta ), s = Math.sin( theta );
  285. this.set(
  286. c, 0, s, 0,
  287. 0, 1, 0, 0,
  288. -s, 0, c, 0,
  289. 0, 0, 0, 1
  290. );
  291. return this;
  292. },
  293. setRotationZ : function( theta ) {
  294. var c = Math.cos( theta ), s = Math.sin( theta );
  295. this.set(
  296. c, -s, 0, 0,
  297. s, c, 0, 0,
  298. 0, 0, 1, 0,
  299. 0, 0, 0, 1
  300. );
  301. return this;
  302. },
  303. setRotationAxis : function( axis, angle ) {
  304. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  305. var c = Math.cos( angle ),
  306. s = Math.sin( angle ),
  307. t = 1 - c,
  308. x = axis.x, y = axis.y, z = axis.z,
  309. tx = t * x, ty = t * y;
  310. this.set(
  311. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  312. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  313. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  314. 0, 0, 0, 1
  315. );
  316. return this;
  317. },
  318. setPosition : function( v ) {
  319. this.n14 = v.x;
  320. this.n24 = v.y;
  321. this.n34 = v.z;
  322. return this;
  323. },
  324. setRotationFromEuler : function( v ) {
  325. var x = v.x, y = v.y, z = v.z,
  326. a = Math.cos( x ), b = Math.sin( x ),
  327. c = Math.cos( y ), d = Math.sin( y ),
  328. e = Math.cos( z ), f = Math.sin( z ),
  329. ad = a * d, bd = b * d;
  330. this.n11 = c * e;
  331. this.n12 = - c * f;
  332. this.n13 = d;
  333. this.n21 = bd * e + a * f;
  334. this.n22 = - bd * f + a * e;
  335. this.n23 = - b * c;
  336. this.n31 = - ad * e + b * f;
  337. this.n32 = ad * f + b * e;
  338. this.n33 = a * c;
  339. return this;
  340. },
  341. setRotationFromQuaternion : function( q ) {
  342. var x = q.x, y = q.y, z = q.z, w = q.w,
  343. x2 = x + x, y2 = y + y, z2 = z + z,
  344. xx = x * x2, xy = x * y2, xz = x * z2,
  345. yy = y * y2, yz = y * z2, zz = z * z2,
  346. wx = w * x2, wy = w * y2, wz = w * z2;
  347. this.n11 = 1 - ( yy + zz );
  348. this.n12 = xy - wz;
  349. this.n13 = xz + wy;
  350. this.n21 = xy + wz;
  351. this.n22 = 1 - ( xx + zz );
  352. this.n23 = yz - wx;
  353. this.n31 = xz - wy;
  354. this.n32 = yz + wx;
  355. this.n33 = 1 - ( xx + yy );
  356. return this;
  357. },
  358. scale : function ( v ) {
  359. var x = v.x, y = v.y, z = v.z;
  360. this.n11 *= x; this.n12 *= y; this.n13 *= z;
  361. this.n21 *= x; this.n22 *= y; this.n23 *= z;
  362. this.n31 *= x; this.n32 *= y; this.n33 *= z;
  363. this.n41 *= x; this.n42 *= y; this.n43 *= z;
  364. return this;
  365. },
  366. extractPosition : function ( m ) {
  367. this.n14 = m.n14;
  368. this.n24 = m.n24;
  369. this.n34 = m.n34;
  370. },
  371. extractRotation : function ( m, s ) {
  372. var invScaleX = 1 / s.x, invScaleY = 1 / s.y, invScaleZ = 1 / s.z;
  373. this.n11 = m.n11 * invScaleX;
  374. this.n21 = m.n21 * invScaleX;
  375. this.n31 = m.n31 * invScaleX;
  376. this.n12 = m.n12 * invScaleY;
  377. this.n22 = m.n22 * invScaleY;
  378. this.n32 = m.n32 * invScaleY;
  379. this.n13 = m.n13 * invScaleZ;
  380. this.n23 = m.n23 * invScaleZ;
  381. this.n33 = m.n33 * invScaleZ;
  382. }
  383. };
  384. THREE.Matrix4.makeInvert = function ( m1, m2 ) {
  385. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  386. var n11 = m1.n11, n12 = m1.n12, n13 = m1.n13, n14 = m1.n14,
  387. n21 = m1.n21, n22 = m1.n22, n23 = m1.n23, n24 = m1.n24,
  388. n31 = m1.n31, n32 = m1.n32, n33 = m1.n33, n34 = m1.n34,
  389. n41 = m1.n41, n42 = m1.n42, n43 = m1.n43, n44 = m1.n44;
  390. if( m2 === undefined ) m2 = new THREE.Matrix4();
  391. m2.n11 = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  392. m2.n12 = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  393. m2.n13 = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  394. m2.n14 = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  395. m2.n21 = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  396. m2.n22 = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  397. m2.n23 = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  398. m2.n24 = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  399. m2.n31 = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  400. m2.n32 = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  401. m2.n33 = n13*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  402. m2.n34 = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  403. m2.n41 = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  404. m2.n42 = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  405. m2.n43 = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  406. m2.n44 = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  407. m2.multiplyScalar( 1 / m1.determinant() );
  408. return m2;
  409. };
  410. THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
  411. // input: THREE.Matrix4, output: THREE.Matrix3
  412. // ( based on http://code.google.com/p/webgl-mjs/ )
  413. var m33 = m1.m33, m33m = m33.m,
  414. a11 = m1.n33 * m1.n22 - m1.n32 * m1.n23,
  415. a21 = - m1.n33 * m1.n21 + m1.n31 * m1.n23,
  416. a31 = m1.n32 * m1.n21 - m1.n31 * m1.n22,
  417. a12 = - m1.n33 * m1.n12 + m1.n32 * m1.n13,
  418. a22 = m1.n33 * m1.n11 - m1.n31 * m1.n13,
  419. a32 = - m1.n32 * m1.n11 + m1.n31 * m1.n12,
  420. a13 = m1.n23 * m1.n12 - m1.n22 * m1.n13,
  421. a23 = - m1.n23 * m1.n11 + m1.n21 * m1.n13,
  422. a33 = m1.n22 * m1.n11 - m1.n21 * m1.n12,
  423. det = m1.n11 * a11 + m1.n21 * a12 + m1.n31 * a13,
  424. idet;
  425. // no inverse
  426. if (det == 0) {
  427. throw "matrix not invertible";
  428. }
  429. idet = 1.0 / det;
  430. m33m[ 0 ] = idet * a11; m33m[ 1 ] = idet * a21; m33m[ 2 ] = idet * a31;
  431. m33m[ 3 ] = idet * a12; m33m[ 4 ] = idet * a22; m33m[ 5 ] = idet * a32;
  432. m33m[ 6 ] = idet * a13; m33m[ 7 ] = idet * a23; m33m[ 8 ] = idet * a33;
  433. return m33;
  434. }
  435. THREE.Matrix4.makeFrustum = function ( left, right, bottom, top, near, far ) {
  436. var m, x, y, a, b, c, d;
  437. m = new THREE.Matrix4();
  438. x = 2 * near / ( right - left );
  439. y = 2 * near / ( top - bottom );
  440. a = ( right + left ) / ( right - left );
  441. b = ( top + bottom ) / ( top - bottom );
  442. c = - ( far + near ) / ( far - near );
  443. d = - 2 * far * near / ( far - near );
  444. m.n11 = x; m.n12 = 0; m.n13 = a; m.n14 = 0;
  445. m.n21 = 0; m.n22 = y; m.n23 = b; m.n24 = 0;
  446. m.n31 = 0; m.n32 = 0; m.n33 = c; m.n34 = d;
  447. m.n41 = 0; m.n42 = 0; m.n43 = - 1; m.n44 = 0;
  448. return m;
  449. };
  450. THREE.Matrix4.makePerspective = function ( fov, aspect, near, far ) {
  451. var ymax, ymin, xmin, xmax;
  452. ymax = near * Math.tan( fov * Math.PI / 360 );
  453. ymin = - ymax;
  454. xmin = ymin * aspect;
  455. xmax = ymax * aspect;
  456. return THREE.Matrix4.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  457. };
  458. THREE.Matrix4.makeOrtho = function ( left, right, top, bottom, near, far ) {
  459. var m, x, y, z, w, h, p;
  460. m = new THREE.Matrix4();
  461. w = right - left;
  462. h = top - bottom;
  463. p = far - near;
  464. x = ( right + left ) / w;
  465. y = ( top + bottom ) / h;
  466. z = ( far + near ) / p;
  467. m.n11 = 2 / w; m.n12 = 0; m.n13 = 0; m.n14 = -x;
  468. m.n21 = 0; m.n22 = 2 / h; m.n23 = 0; m.n24 = -y;
  469. m.n31 = 0; m.n32 = 0; m.n33 = -2 / p; m.n34 = -z;
  470. m.n41 = 0; m.n42 = 0; m.n43 = 0; m.n44 = 1;
  471. return m;
  472. };
  473. THREE.Matrix4.__v1 = new THREE.Vector3();
  474. THREE.Matrix4.__v2 = new THREE.Vector3();
  475. THREE.Matrix4.__v3 = new THREE.Vector3();
粤ICP备19079148号