Matrix4.js 23 KB

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  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. * @author timknip / http://www.floorplanner.com/
  10. */
  11. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  12. this.elements = new Float32Array( 16 );
  13. this.set(
  14. ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
  15. n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
  16. n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
  17. n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
  18. );
  19. };
  20. THREE.Matrix4.prototype = {
  21. constructor: THREE.Matrix4,
  22. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  23. var te = this.elements;
  24. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  25. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  26. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  27. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  28. return this;
  29. },
  30. identity: function () {
  31. this.set(
  32. 1, 0, 0, 0,
  33. 0, 1, 0, 0,
  34. 0, 0, 1, 0,
  35. 0, 0, 0, 1
  36. );
  37. return this;
  38. },
  39. copy: function ( m ) {
  40. var me = m.elements;
  41. this.set(
  42. me[0], me[4], me[8], me[12],
  43. me[1], me[5], me[9], me[13],
  44. me[2], me[6], me[10], me[14],
  45. me[3], me[7], me[11], me[15]
  46. );
  47. return this;
  48. },
  49. lookAt: function ( eye, target, up ) {
  50. var te = this.elements;
  51. var x = THREE.Matrix4.__v1;
  52. var y = THREE.Matrix4.__v2;
  53. var z = THREE.Matrix4.__v3;
  54. z.sub( eye, target ).normalize();
  55. if ( z.length() === 0 ) {
  56. z.z = 1;
  57. }
  58. x.cross( up, z ).normalize();
  59. if ( x.length() === 0 ) {
  60. z.x += 0.0001;
  61. x.cross( up, z ).normalize();
  62. }
  63. y.cross( z, x );
  64. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  65. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  66. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  67. return this;
  68. },
  69. multiply: function ( a, b ) {
  70. var ae = a.elements;
  71. var be = b.elements;
  72. var te = this.elements;
  73. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  74. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  75. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  76. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  77. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  78. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  79. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  80. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  81. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  82. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  83. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  84. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  85. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  86. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  87. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  88. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  89. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  90. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  91. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  92. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  93. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  94. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  95. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  96. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  97. return this;
  98. },
  99. multiplySelf: function ( m ) {
  100. return this.multiply( this, m );
  101. },
  102. multiplyToArray: function ( a, b, r ) {
  103. var te = this.elements;
  104. this.multiply( a, b );
  105. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  106. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  107. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  108. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  109. return this;
  110. },
  111. multiplyScalar: function ( s ) {
  112. var te = this.elements;
  113. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  114. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  115. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  116. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  117. return this;
  118. },
  119. multiplyVector3: function ( v ) {
  120. var te = this.elements;
  121. var vx = v.x, vy = v.y, vz = v.z;
  122. var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
  123. v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
  124. v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
  125. v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
  126. return v;
  127. },
  128. multiplyVector4: function ( v ) {
  129. var te = this.elements;
  130. var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
  131. v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
  132. v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
  133. v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
  134. v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
  135. return v;
  136. },
  137. rotateAxis: function ( v ) {
  138. var te = this.elements;
  139. var vx = v.x, vy = v.y, vz = v.z;
  140. v.x = vx * te[0] + vy * te[4] + vz * te[8];
  141. v.y = vx * te[1] + vy * te[5] + vz * te[9];
  142. v.z = vx * te[2] + vy * te[6] + vz * te[10];
  143. v.normalize();
  144. return v;
  145. },
  146. crossVector: function ( a ) {
  147. var te = this.elements;
  148. var v = new THREE.Vector4();
  149. v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
  150. v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
  151. v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
  152. v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
  153. return v;
  154. },
  155. determinant: function () {
  156. var te = this.elements;
  157. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  158. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  159. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  160. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  161. //TODO: make this more efficient
  162. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  163. return (
  164. n14 * n23 * n32 * n41-
  165. n13 * n24 * n32 * n41-
  166. n14 * n22 * n33 * n41+
  167. n12 * n24 * n33 * n41+
  168. n13 * n22 * n34 * n41-
  169. n12 * n23 * n34 * n41-
  170. n14 * n23 * n31 * n42+
  171. n13 * n24 * n31 * n42+
  172. n14 * n21 * n33 * n42-
  173. n11 * n24 * n33 * n42-
  174. n13 * n21 * n34 * n42+
  175. n11 * n23 * n34 * n42+
  176. n14 * n22 * n31 * n43-
  177. n12 * n24 * n31 * n43-
  178. n14 * n21 * n32 * n43+
  179. n11 * n24 * n32 * n43+
  180. n12 * n21 * n34 * n43-
  181. n11 * n22 * n34 * n43-
  182. n13 * n22 * n31 * n44+
  183. n12 * n23 * n31 * n44+
  184. n13 * n21 * n32 * n44-
  185. n11 * n23 * n32 * n44-
  186. n12 * n21 * n33 * n44+
  187. n11 * n22 * n33 * n44
  188. );
  189. },
  190. transpose: function () {
  191. var te = this.elements;
  192. var tmp;
  193. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  194. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  195. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  196. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  197. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  198. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  199. return this;
  200. },
  201. flattenToArray: function ( flat ) {
  202. var te = this.elements;
  203. flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
  204. flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
  205. flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
  206. flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
  207. return flat;
  208. },
  209. flattenToArrayOffset: function( flat, offset ) {
  210. var te = this.elements;
  211. flat[ offset ] = te[0];
  212. flat[ offset + 1 ] = te[1];
  213. flat[ offset + 2 ] = te[2];
  214. flat[ offset + 3 ] = te[3];
  215. flat[ offset + 4 ] = te[4];
  216. flat[ offset + 5 ] = te[5];
  217. flat[ offset + 6 ] = te[6];
  218. flat[ offset + 7 ] = te[7];
  219. flat[ offset + 8 ] = te[8];
  220. flat[ offset + 9 ] = te[9];
  221. flat[ offset + 10 ] = te[10];
  222. flat[ offset + 11 ] = te[11];
  223. flat[ offset + 12 ] = te[12];
  224. flat[ offset + 13 ] = te[13];
  225. flat[ offset + 14 ] = te[14];
  226. flat[ offset + 15 ] = te[15];
  227. return flat;
  228. },
  229. getPosition: function () {
  230. var te = this.elements;
  231. return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
  232. },
  233. setPosition: function ( v ) {
  234. var te = this.elements;
  235. te[12] = v.x;
  236. te[13] = v.y;
  237. te[14] = v.z;
  238. return this;
  239. },
  240. getColumnX: function () {
  241. var te = this.elements;
  242. return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
  243. },
  244. getColumnY: function () {
  245. var te = this.elements;
  246. return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
  247. },
  248. getColumnZ: function() {
  249. var te = this.elements;
  250. return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
  251. },
  252. getInverse: function ( m ) {
  253. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  254. var te = this.elements;
  255. var me = m.elements;
  256. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  257. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  258. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  259. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  260. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  261. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  262. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  263. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  264. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  265. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  266. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  267. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  268. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  269. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  270. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  271. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  272. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  273. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  274. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  275. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  276. this.multiplyScalar( 1 / m.determinant() );
  277. return this;
  278. },
  279. setRotationFromEuler: function ( v, order ) {
  280. var te = this.elements;
  281. var x = v.x, y = v.y, z = v.z;
  282. var a = Math.cos( x ), b = Math.sin( x );
  283. var c = Math.cos( y ), d = Math.sin( y );
  284. var e = Math.cos( z ), f = Math.sin( z );
  285. if ( order === undefined || order === 'XYZ' ) {
  286. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  287. te[0] = c * e;
  288. te[4] = - c * f;
  289. te[8] = d;
  290. te[1] = af + be * d;
  291. te[5] = ae - bf * d;
  292. te[9] = - b * c;
  293. te[2] = bf - ae * d;
  294. te[6] = be + af * d;
  295. te[10] = a * c;
  296. } else if ( order === 'YXZ' ) {
  297. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  298. te[0] = ce + df * b;
  299. te[4] = de * b - cf;
  300. te[8] = a * d;
  301. te[1] = a * f;
  302. te[5] = a * e;
  303. te[9] = - b;
  304. te[2] = cf * b - de;
  305. te[6] = df + ce * b;
  306. te[10] = a * c;
  307. } else if ( order === 'ZXY' ) {
  308. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  309. te[0] = ce - df * b;
  310. te[4] = - a * f;
  311. te[8] = de + cf * b;
  312. te[1] = cf + de * b;
  313. te[5] = a * e;
  314. te[9] = df - ce * b;
  315. te[2] = - a * d;
  316. te[6] = b;
  317. te[10] = a * c;
  318. } else if ( order === 'ZYX' ) {
  319. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  320. te[0] = c * e;
  321. te[4] = be * d - af;
  322. te[8] = ae * d + bf;
  323. te[1] = c * f;
  324. te[5] = bf * d + ae;
  325. te[9] = af * d - be;
  326. te[2] = - d;
  327. te[6] = b * c;
  328. te[10] = a * c;
  329. } else if ( order === 'YZX' ) {
  330. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  331. te[0] = c * e;
  332. te[4] = bd - ac * f;
  333. te[8] = bc * f + ad;
  334. te[1] = f;
  335. te[5] = a * e;
  336. te[9] = - b * e;
  337. te[2] = - d * e;
  338. te[6] = ad * f + bc;
  339. te[10] = ac - bd * f;
  340. } else if ( order === 'XZY' ) {
  341. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  342. te[0] = c * e;
  343. te[4] = - f;
  344. te[8] = d * e;
  345. te[1] = ac * f + bd;
  346. te[5] = a * e;
  347. te[9] = ad * f - bc;
  348. te[2] = bc * f - ad;
  349. te[6] = b * e;
  350. te[10] = bd * f + ac;
  351. }
  352. return this;
  353. },
  354. setRotationFromQuaternion: function ( q ) {
  355. var te = this.elements;
  356. var x = q.x, y = q.y, z = q.z, w = q.w;
  357. var x2 = x + x, y2 = y + y, z2 = z + z;
  358. var xx = x * x2, xy = x * y2, xz = x * z2;
  359. var yy = y * y2, yz = y * z2, zz = z * z2;
  360. var wx = w * x2, wy = w * y2, wz = w * z2;
  361. te[0] = 1 - ( yy + zz );
  362. te[4] = xy - wz;
  363. te[8] = xz + wy;
  364. te[1] = xy + wz;
  365. te[5] = 1 - ( xx + zz );
  366. te[9] = yz - wx;
  367. te[2] = xz - wy;
  368. te[6] = yz + wx;
  369. te[10] = 1 - ( xx + yy );
  370. return this;
  371. },
  372. compose: function ( translation, rotation, scale ) {
  373. var te = this.elements;
  374. var mRotation = THREE.Matrix4.__m1;
  375. var mScale = THREE.Matrix4.__m2;
  376. mRotation.identity();
  377. mRotation.setRotationFromQuaternion( rotation );
  378. mScale.makeScale( scale.x, scale.y, scale.z );
  379. this.multiply( mRotation, mScale );
  380. te[12] = translation.x;
  381. te[13] = translation.y;
  382. te[14] = translation.z;
  383. return this;
  384. },
  385. decompose: function ( translation, rotation, scale ) {
  386. var te = this.elements;
  387. // grab the axis vectors
  388. var x = THREE.Matrix4.__v1;
  389. var y = THREE.Matrix4.__v2;
  390. var z = THREE.Matrix4.__v3;
  391. x.set( te[0], te[1], te[2] );
  392. y.set( te[4], te[5], te[6] );
  393. z.set( te[8], te[9], te[10] );
  394. translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
  395. rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
  396. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  397. scale.x = x.length();
  398. scale.y = y.length();
  399. scale.z = z.length();
  400. translation.x = te[12];
  401. translation.y = te[13];
  402. translation.z = te[14];
  403. // scale the rotation part
  404. var matrix = THREE.Matrix4.__m1;
  405. matrix.copy( this );
  406. matrix.elements[0] /= scale.x;
  407. matrix.elements[1] /= scale.x;
  408. matrix.elements[2] /= scale.x;
  409. matrix.elements[4] /= scale.y;
  410. matrix.elements[5] /= scale.y;
  411. matrix.elements[6] /= scale.y;
  412. matrix.elements[8] /= scale.z;
  413. matrix.elements[9] /= scale.z;
  414. matrix.elements[10] /= scale.z;
  415. rotation.setFromRotationMatrix( matrix );
  416. return [ translation, rotation, scale ];
  417. },
  418. extractPosition: function ( m ) {
  419. var te = this.elements;
  420. var me = m.elements;
  421. te[12] = me[12];
  422. te[13] = me[13];
  423. te[14] = me[14];
  424. return this;
  425. },
  426. extractRotation: function ( m ) {
  427. var te = this.elements;
  428. var me = m.elements;
  429. var vector = THREE.Matrix4.__v1;
  430. var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
  431. var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
  432. var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
  433. te[0] = me[0] * scaleX;
  434. te[1] = me[1] * scaleX;
  435. te[2] = me[2] * scaleX;
  436. te[4] = me[4] * scaleY;
  437. te[5] = me[5] * scaleY;
  438. te[6] = me[6] * scaleY;
  439. te[8] = me[8] * scaleZ;
  440. te[9] = me[9] * scaleZ;
  441. te[10] = me[10] * scaleZ;
  442. return this;
  443. },
  444. //
  445. translate: function ( v ) {
  446. var te = this.elements;
  447. var x = v.x, y = v.y, z = v.z;
  448. te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
  449. te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
  450. te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
  451. te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
  452. return this;
  453. },
  454. rotateX: function ( angle ) {
  455. var te = this.elements;
  456. var m12 = te[4];
  457. var m22 = te[5];
  458. var m32 = te[6];
  459. var m42 = te[7];
  460. var m13 = te[8];
  461. var m23 = te[9];
  462. var m33 = te[10];
  463. var m43 = te[11];
  464. var c = Math.cos( angle );
  465. var s = Math.sin( angle );
  466. te[4] = c * m12 + s * m13;
  467. te[5] = c * m22 + s * m23;
  468. te[6] = c * m32 + s * m33;
  469. te[7] = c * m42 + s * m43;
  470. te[8] = c * m13 - s * m12;
  471. te[9] = c * m23 - s * m22;
  472. te[10] = c * m33 - s * m32;
  473. te[11] = c * m43 - s * m42;
  474. return this;
  475. },
  476. rotateY: function ( angle ) {
  477. var te = this.elements;
  478. var m11 = te[0];
  479. var m21 = te[1];
  480. var m31 = te[2];
  481. var m41 = te[3];
  482. var m13 = te[8];
  483. var m23 = te[9];
  484. var m33 = te[10];
  485. var m43 = te[11];
  486. var c = Math.cos( angle );
  487. var s = Math.sin( angle );
  488. te[0] = c * m11 - s * m13;
  489. te[1] = c * m21 - s * m23;
  490. te[2] = c * m31 - s * m33;
  491. te[3] = c * m41 - s * m43;
  492. te[8] = c * m13 + s * m11;
  493. te[9] = c * m23 + s * m21;
  494. te[10] = c * m33 + s * m31;
  495. te[11] = c * m43 + s * m41;
  496. return this;
  497. },
  498. rotateZ: function ( angle ) {
  499. var te = this.elements;
  500. var m11 = te[0];
  501. var m21 = te[1];
  502. var m31 = te[2];
  503. var m41 = te[3];
  504. var m12 = te[4];
  505. var m22 = te[5];
  506. var m32 = te[6];
  507. var m42 = te[7];
  508. var c = Math.cos( angle );
  509. var s = Math.sin( angle );
  510. te[0] = c * m11 + s * m12;
  511. te[1] = c * m21 + s * m22;
  512. te[2] = c * m31 + s * m32;
  513. te[3] = c * m41 + s * m42;
  514. te[4] = c * m12 - s * m11;
  515. te[5] = c * m22 - s * m21;
  516. te[6] = c * m32 - s * m31;
  517. te[7] = c * m42 - s * m41;
  518. return this;
  519. },
  520. rotateByAxis: function ( axis, angle ) {
  521. var te = this.elements;
  522. // optimize by checking axis
  523. if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
  524. return this.rotateX( angle );
  525. } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
  526. return this.rotateY( angle );
  527. } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
  528. return this.rotateZ( angle );
  529. }
  530. var x = axis.x, y = axis.y, z = axis.z;
  531. var n = Math.sqrt(x * x + y * y + z * z);
  532. x /= n;
  533. y /= n;
  534. z /= n;
  535. var xx = x * x, yy = y * y, zz = z * z;
  536. var c = Math.cos( angle );
  537. var s = Math.sin( angle );
  538. var oneMinusCosine = 1 - c;
  539. var xy = x * y * oneMinusCosine;
  540. var xz = x * z * oneMinusCosine;
  541. var yz = y * z * oneMinusCosine;
  542. var xs = x * s;
  543. var ys = y * s;
  544. var zs = z * s;
  545. var r11 = xx + (1 - xx) * c;
  546. var r21 = xy + zs;
  547. var r31 = xz - ys;
  548. var r12 = xy - zs;
  549. var r22 = yy + (1 - yy) * c;
  550. var r32 = yz + xs;
  551. var r13 = xz + ys;
  552. var r23 = yz - xs;
  553. var r33 = zz + (1 - zz) * c;
  554. var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
  555. var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
  556. var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
  557. var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
  558. te[0] = r11 * m11 + r21 * m12 + r31 * m13;
  559. te[1] = r11 * m21 + r21 * m22 + r31 * m23;
  560. te[2] = r11 * m31 + r21 * m32 + r31 * m33;
  561. te[3] = r11 * m41 + r21 * m42 + r31 * m43;
  562. te[4] = r12 * m11 + r22 * m12 + r32 * m13;
  563. te[5] = r12 * m21 + r22 * m22 + r32 * m23;
  564. te[6] = r12 * m31 + r22 * m32 + r32 * m33;
  565. te[7] = r12 * m41 + r22 * m42 + r32 * m43;
  566. te[8] = r13 * m11 + r23 * m12 + r33 * m13;
  567. te[9] = r13 * m21 + r23 * m22 + r33 * m23;
  568. te[10] = r13 * m31 + r23 * m32 + r33 * m33;
  569. te[11] = r13 * m41 + r23 * m42 + r33 * m43;
  570. return this;
  571. },
  572. scale: function ( v ) {
  573. var te = this.elements;
  574. var x = v.x, y = v.y, z = v.z;
  575. te[0] *= x; te[4] *= y; te[8] *= z;
  576. te[1] *= x; te[5] *= y; te[9] *= z;
  577. te[2] *= x; te[6] *= y; te[10] *= z;
  578. te[3] *= x; te[7] *= y; te[11] *= z;
  579. return this;
  580. },
  581. getMaxScaleOnAxis: function () {
  582. var te = this.elements;
  583. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  584. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  585. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  586. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  587. },
  588. //
  589. makeTranslation: function ( x, y, z ) {
  590. this.set(
  591. 1, 0, 0, x,
  592. 0, 1, 0, y,
  593. 0, 0, 1, z,
  594. 0, 0, 0, 1
  595. );
  596. return this;
  597. },
  598. makeRotationX: function ( theta ) {
  599. var c = Math.cos( theta ), s = Math.sin( theta );
  600. this.set(
  601. 1, 0, 0, 0,
  602. 0, c, -s, 0,
  603. 0, s, c, 0,
  604. 0, 0, 0, 1
  605. );
  606. return this;
  607. },
  608. makeRotationY: function ( theta ) {
  609. var c = Math.cos( theta ), s = Math.sin( theta );
  610. this.set(
  611. c, 0, s, 0,
  612. 0, 1, 0, 0,
  613. -s, 0, c, 0,
  614. 0, 0, 0, 1
  615. );
  616. return this;
  617. },
  618. makeRotationZ: function ( theta ) {
  619. var c = Math.cos( theta ), s = Math.sin( theta );
  620. this.set(
  621. c, -s, 0, 0,
  622. s, c, 0, 0,
  623. 0, 0, 1, 0,
  624. 0, 0, 0, 1
  625. );
  626. return this;
  627. },
  628. makeRotationAxis: function ( axis, angle ) {
  629. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  630. var c = Math.cos( angle );
  631. var s = Math.sin( angle );
  632. var t = 1 - c;
  633. var x = axis.x, y = axis.y, z = axis.z;
  634. var tx = t * x, ty = t * y;
  635. this.set(
  636. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  637. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  638. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  639. 0, 0, 0, 1
  640. );
  641. return this;
  642. },
  643. makeScale: function ( x, y, z ) {
  644. this.set(
  645. x, 0, 0, 0,
  646. 0, y, 0, 0,
  647. 0, 0, z, 0,
  648. 0, 0, 0, 1
  649. );
  650. return this;
  651. },
  652. makeFrustum: function ( left, right, bottom, top, near, far ) {
  653. var te = this.elements;
  654. var x = 2 * near / ( right - left );
  655. var y = 2 * near / ( top - bottom );
  656. var a = ( right + left ) / ( right - left );
  657. var b = ( top + bottom ) / ( top - bottom );
  658. var c = - ( far + near ) / ( far - near );
  659. var d = - 2 * far * near / ( far - near );
  660. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  661. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  662. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  663. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  664. return this;
  665. },
  666. makePerspective: function ( fov, aspect, near, far ) {
  667. var ymax = near * Math.tan( fov * Math.PI / 360 );
  668. var ymin = - ymax;
  669. var xmin = ymin * aspect;
  670. var xmax = ymax * aspect;
  671. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  672. },
  673. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  674. var te = this.elements;
  675. var w = right - left;
  676. var h = top - bottom;
  677. var p = far - near;
  678. var x = ( right + left ) / w;
  679. var y = ( top + bottom ) / h;
  680. var z = ( far + near ) / p;
  681. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  682. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  683. te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
  684. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  685. return this;
  686. },
  687. clone: function () {
  688. var te = this.elements;
  689. return new THREE.Matrix4(
  690. te[0], te[4], te[8], te[12],
  691. te[1], te[5], te[9], te[13],
  692. te[2], te[6], te[10], te[14],
  693. te[3], te[7], te[11], te[15]
  694. );
  695. }
  696. };
  697. THREE.Matrix4.__v1 = new THREE.Vector3();
  698. THREE.Matrix4.__v2 = new THREE.Vector3();
  699. THREE.Matrix4.__v3 = new THREE.Vector3();
  700. THREE.Matrix4.__m1 = new THREE.Matrix4();
  701. THREE.Matrix4.__m2 = new THREE.Matrix4();
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