mirror of
https://github.com/eliasstepanik/vdo.ninja.git
synced 2026-01-17 08:38:29 +00:00
4033 lines
87 KiB
JavaScript
4033 lines
87 KiB
JavaScript
"use strict";
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var THREE={};
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/**
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* @author mikael emtinger / http://gomo.se/
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* @author alteredq / http://alteredqualia.com/
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* @author WestLangley / http://github.com/WestLangley
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* @author bhouston / http://clara.io
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*/
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THREE.Quaternion = function ( x, y, z, w ) {
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this._x = x || 0;
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this._y = y || 0;
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this._z = z || 0;
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this._w = ( w !== undefined ) ? w : 1;
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};
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THREE.Quaternion.prototype = {
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constructor: THREE.Quaternion,
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get x () {
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return this._x;
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},
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set x ( value ) {
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this._x = value;
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this.onChangeCallback();
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},
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get y () {
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return this._y;
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},
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set y ( value ) {
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this._y = value;
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this.onChangeCallback();
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},
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get z () {
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return this._z;
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},
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set z ( value ) {
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this._z = value;
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this.onChangeCallback();
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},
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get w () {
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return this._w;
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},
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set w ( value ) {
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this._w = value;
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this.onChangeCallback();
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},
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set: function ( x, y, z, w ) {
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this._x = x;
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this._y = y;
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this._z = z;
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this._w = w;
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this.onChangeCallback();
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return this;
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},
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clone: function () {
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return new this.constructor( this._x, this._y, this._z, this._w );
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},
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copy: function ( quaternion ) {
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this._x = quaternion.x;
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this._y = quaternion.y;
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this._z = quaternion.z;
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this._w = quaternion.w;
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this.onChangeCallback();
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return this;
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},
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setFromEuler: function ( euler, update ) {
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if ( euler instanceof THREE.Euler === false ) {
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throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
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}
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// http://www.mathworks.com/matlabcentral/fileexchange/
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// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
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// content/SpinCalc.m
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var c1 = Math.cos( euler._x / 2 );
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var c2 = Math.cos( euler._y / 2 );
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var c3 = Math.cos( euler._z / 2 );
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var s1 = Math.sin( euler._x / 2 );
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var s2 = Math.sin( euler._y / 2 );
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var s3 = Math.sin( euler._z / 2 );
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var order = euler.order;
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if ( order === 'XYZ' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'YXZ' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'ZXY' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'ZYX' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'YZX' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'XZY' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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}
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if ( update !== false ) this.onChangeCallback();
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return this;
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},
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setFromAxisAngle: function ( axis, angle ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
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// assumes axis is normalized
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var halfAngle = angle / 2, s = Math.sin( halfAngle );
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this._x = axis.x * s;
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this._y = axis.y * s;
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this._z = axis.z * s;
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this._w = Math.cos( halfAngle );
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this.onChangeCallback();
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return this;
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},
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setFromRotationMatrix: function ( m ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
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// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
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var te = m.elements,
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m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
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m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
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m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
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trace = m11 + m22 + m33,
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s;
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if ( trace > 0 ) {
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s = 0.5 / Math.sqrt( trace + 1.0 );
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this._w = 0.25 / s;
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this._x = ( m32 - m23 ) * s;
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this._y = ( m13 - m31 ) * s;
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this._z = ( m21 - m12 ) * s;
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} else if ( m11 > m22 && m11 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
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this._w = ( m32 - m23 ) / s;
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this._x = 0.25 * s;
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this._y = ( m12 + m21 ) / s;
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this._z = ( m13 + m31 ) / s;
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} else if ( m22 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
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this._w = ( m13 - m31 ) / s;
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this._x = ( m12 + m21 ) / s;
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this._y = 0.25 * s;
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this._z = ( m23 + m32 ) / s;
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} else {
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s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
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this._w = ( m21 - m12 ) / s;
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this._x = ( m13 + m31 ) / s;
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this._y = ( m23 + m32 ) / s;
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this._z = 0.25 * s;
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}
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this.onChangeCallback();
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return this;
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},
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setFromUnitVectors: function () {
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// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
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// assumes direction vectors vFrom and vTo are normalized
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var v1, r;
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var EPS = 0.000001;
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return function ( vFrom, vTo ) {
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if ( v1 === undefined ) v1 = new THREE.Vector3();
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r = vFrom.dot( vTo ) + 1;
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if ( r < EPS ) {
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r = 0;
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if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
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v1.set( - vFrom.y, vFrom.x, 0 );
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} else {
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v1.set( 0, - vFrom.z, vFrom.y );
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}
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} else {
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v1.crossVectors( vFrom, vTo );
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}
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this._x = v1.x;
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this._y = v1.y;
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this._z = v1.z;
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this._w = r;
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this.normalize();
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return this;
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}
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}(),
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inverse: function () {
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this.conjugate().normalize();
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return this;
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},
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conjugate: function () {
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this._x *= - 1;
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this._y *= - 1;
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this._z *= - 1;
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this.onChangeCallback();
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return this;
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},
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dot: function ( v ) {
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return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
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},
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lengthSq: function () {
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return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
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},
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length: function () {
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return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
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},
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normalize: function () {
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var l = this.length();
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if ( l === 0 ) {
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this._x = 0;
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this._y = 0;
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this._z = 0;
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this._w = 1;
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} else {
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l = 1 / l;
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this._x = this._x * l;
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this._y = this._y * l;
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this._z = this._z * l;
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this._w = this._w * l;
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}
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this.onChangeCallback();
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return this;
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},
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multiply: function ( q, p ) {
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if ( p !== undefined ) {
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console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
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return this.multiplyQuaternions( q, p );
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}
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return this.multiplyQuaternions( this, q );
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},
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multiplyQuaternions: function ( a, b ) {
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// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
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var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
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var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
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this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
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this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
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this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
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this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
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this.onChangeCallback();
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return this;
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},
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multiplyVector3: function ( vector ) {
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console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
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return vector.applyQuaternion( this );
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},
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slerp: function ( qb, t ) {
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if ( t === 0 ) return this;
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if ( t === 1 ) return this.copy( qb );
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var x = this._x, y = this._y, z = this._z, w = this._w;
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// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
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var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
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if ( cosHalfTheta < 0 ) {
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this._w = - qb._w;
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this._x = - qb._x;
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this._y = - qb._y;
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this._z = - qb._z;
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cosHalfTheta = - cosHalfTheta;
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} else {
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this.copy( qb );
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}
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if ( cosHalfTheta >= 1.0 ) {
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this._w = w;
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this._x = x;
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this._y = y;
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this._z = z;
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return this;
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}
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var halfTheta = Math.acos( cosHalfTheta );
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var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
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if ( Math.abs( sinHalfTheta ) < 0.001 ) {
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this._w = 0.5 * ( w + this._w );
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this._x = 0.5 * ( x + this._x );
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this._y = 0.5 * ( y + this._y );
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this._z = 0.5 * ( z + this._z );
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return this;
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}
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var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
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ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
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this._w = ( w * ratioA + this._w * ratioB );
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this._x = ( x * ratioA + this._x * ratioB );
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this._y = ( y * ratioA + this._y * ratioB );
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this._z = ( z * ratioA + this._z * ratioB );
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this.onChangeCallback();
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return this;
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},
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equals: function ( quaternion ) {
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return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
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},
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fromArray: function ( array, offset ) {
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if ( offset === undefined ) offset = 0;
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this._x = array[ offset ];
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this._y = array[ offset + 1 ];
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this._z = array[ offset + 2 ];
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this._w = array[ offset + 3 ];
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this.onChangeCallback();
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return this;
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},
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toArray: function ( array, offset ) {
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if ( array === undefined ) array = [];
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if ( offset === undefined ) offset = 0;
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array[ offset ] = this._x;
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array[ offset + 1 ] = this._y;
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array[ offset + 2 ] = this._z;
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array[ offset + 3 ] = this._w;
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return array;
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},
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onChange: function ( callback ) {
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this.onChangeCallback = callback;
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return this;
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},
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onChangeCallback: function () {}
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};
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THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
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return qm.copy( qa ).slerp( qb, t );
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};
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author philogb / http://blog.thejit.org/
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* @author egraether / http://egraether.com/
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*/
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THREE.Vector2 = function ( x, y ) {
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this.x = x || 0;
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this.y = y || 0;
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};
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THREE.Vector2.prototype = {
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constructor: THREE.Vector2,
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get width() { return this.x },
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set width( value ) { this.x = value },
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get height() { return this.y },
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set height( value ) { this.y = value },
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//
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set: function ( x, y ) {
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this.x = x;
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this.y = y;
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return this;
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},
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setX: function ( x ) {
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this.x = x;
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return this;
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},
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setY: function ( y ) {
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this.y = y;
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return this;
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},
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setComponent: function ( index, value ) {
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switch ( index ) {
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case 0: this.x = value; break;
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case 1: this.y = value; break;
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default: throw new Error( 'index is out of range: ' + index );
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}
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},
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getComponent: function ( index ) {
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switch ( index ) {
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case 0: return this.x;
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case 1: return this.y;
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default: throw new Error( 'index is out of range: ' + index );
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}
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},
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clone: function () {
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|
|
return new this.constructor( this.x, this.y );
|
|
|
|
},
|
|
|
|
copy: function ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addVectors: function ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScaledVector: function ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( v ) {
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
} else {
|
|
this.x = 0;
|
|
this.y = 0;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divide: function ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new THREE.Vector2();
|
|
max = new THREE.Vector2();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal );
|
|
max.set( maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clampLength: function ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y );
|
|
|
|
},
|
|
|
|
lengthManhattan: function() {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
distanceTo: function ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
},
|
|
|
|
distanceToSquared: function ( v ) {
|
|
|
|
var dx = this.x - v.x, dy = this.y - v.y;
|
|
return dx * dx + dy * dy;
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
index = index * attribute.itemSize + offset;
|
|
|
|
this.x = attribute.array[ index ];
|
|
this.y = attribute.array[ index + 1 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateAround: function ( center, angle ) {
|
|
|
|
var c = Math.cos( angle ), s = Math.sin( angle );
|
|
|
|
var x = this.x - center.x;
|
|
var y = this.y - center.y;
|
|
|
|
this.x = x * c - y * s + center.x;
|
|
this.y = x * s + y * c + center.y;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author *kile / http://kile.stravaganza.org/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author egraether / http://egraether.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
THREE.Vector3 = function ( x, y, z ) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
|
|
};
|
|
|
|
THREE.Vector3.prototype = {
|
|
|
|
constructor: THREE.Vector3,
|
|
|
|
set: function ( x, y, z ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setX: function ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setComponent: function ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getComponent: function ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z );
|
|
|
|
},
|
|
|
|
copy: function ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addVectors: function ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
this.z = a.z + b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScaledVector: function ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
this.z = a.z - b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
|
return this.multiplyVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
this.z *= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
} else {
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyVectors: function ( a, b ) {
|
|
|
|
this.x = a.x * b.x;
|
|
this.y = a.y * b.y;
|
|
this.z = a.z * b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyEuler: function () {
|
|
|
|
var quaternion;
|
|
|
|
return function applyEuler( euler ) {
|
|
|
|
if ( euler instanceof THREE.Euler === false ) {
|
|
|
|
console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
|
|
|
this.applyQuaternion( quaternion.setFromEuler( euler ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyAxisAngle: function () {
|
|
|
|
var quaternion;
|
|
|
|
return function applyAxisAngle( axis, angle ) {
|
|
|
|
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
|
|
|
this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyMatrix3: function ( m ) {
|
|
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
// input: THREE.Matrix4 affine matrix
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyProjection: function ( m ) {
|
|
|
|
// input: THREE.Matrix4 projection matrix
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
|
|
var e = m.elements;
|
|
var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
|
|
|
|
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
|
|
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
|
|
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyQuaternion: function ( q ) {
|
|
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
|
|
var qx = q.x;
|
|
var qy = q.y;
|
|
var qz = q.z;
|
|
var qw = q.w;
|
|
|
|
// calculate quat * vector
|
|
|
|
var ix = qw * x + qy * z - qz * y;
|
|
var iy = qw * y + qz * x - qx * z;
|
|
var iz = qw * z + qx * y - qy * x;
|
|
var iw = - qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
|
|
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
|
|
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
|
|
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
project: function () {
|
|
|
|
var matrix;
|
|
|
|
return function project( camera ) {
|
|
|
|
if ( matrix === undefined ) matrix = new THREE.Matrix4();
|
|
|
|
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
|
|
return this.applyProjection( matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
unproject: function () {
|
|
|
|
var matrix;
|
|
|
|
return function unproject( camera ) {
|
|
|
|
if ( matrix === undefined ) matrix = new THREE.Matrix4();
|
|
|
|
matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
|
|
return this.applyProjection( matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
transformDirection: function ( m ) {
|
|
|
|
// input: THREE.Matrix4 affine matrix
|
|
// vector interpreted as a direction
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
|
|
|
|
this.normalize();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divide: function ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
this.z /= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new THREE.Vector3();
|
|
max = new THREE.Vector3();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal, minVal );
|
|
max.set( maxVal, maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clampLength: function ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
|
|
|
},
|
|
|
|
lengthManhattan: function () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
this.z += ( v.z - this.z ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
cross: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
|
return this.crossVectors( v, w );
|
|
|
|
}
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
|
|
this.x = y * v.z - z * v.y;
|
|
this.y = z * v.x - x * v.z;
|
|
this.z = x * v.y - y * v.x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
crossVectors: function ( a, b ) {
|
|
|
|
var ax = a.x, ay = a.y, az = a.z;
|
|
var bx = b.x, by = b.y, bz = b.z;
|
|
|
|
this.x = ay * bz - az * by;
|
|
this.y = az * bx - ax * bz;
|
|
this.z = ax * by - ay * bx;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
projectOnVector: function () {
|
|
|
|
var v1, dot;
|
|
|
|
return function projectOnVector( vector ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
|
v1.copy( vector ).normalize();
|
|
|
|
dot = this.dot( v1 );
|
|
|
|
return this.copy( v1 ).multiplyScalar( dot );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
projectOnPlane: function () {
|
|
|
|
var v1;
|
|
|
|
return function projectOnPlane( planeNormal ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
|
v1.copy( this ).projectOnVector( planeNormal );
|
|
|
|
return this.sub( v1 );
|
|
|
|
}
|
|
|
|
}(),
|
|
|
|
reflect: function () {
|
|
|
|
// reflect incident vector off plane orthogonal to normal
|
|
// normal is assumed to have unit length
|
|
|
|
var v1;
|
|
|
|
return function reflect( normal ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
|
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
|
|
|
|
}
|
|
|
|
}(),
|
|
|
|
angleTo: function ( v ) {
|
|
|
|
var theta = this.dot( v ) / ( this.length() * v.length() );
|
|
|
|
// clamp, to handle numerical problems
|
|
|
|
return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
|
|
|
|
},
|
|
|
|
distanceTo: function ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
},
|
|
|
|
distanceToSquared: function ( v ) {
|
|
|
|
var dx = this.x - v.x;
|
|
var dy = this.y - v.y;
|
|
var dz = this.z - v.z;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
},
|
|
|
|
setEulerFromRotationMatrix: function ( m, order ) {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
|
|
|
|
},
|
|
|
|
setEulerFromQuaternion: function ( q, order ) {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
|
|
|
|
},
|
|
|
|
getPositionFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
|
|
|
|
return this.setFromMatrixPosition( m );
|
|
|
|
},
|
|
|
|
getScaleFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
|
|
|
|
return this.setFromMatrixScale( m );
|
|
|
|
},
|
|
|
|
getColumnFromMatrix: function ( index, matrix ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
|
|
|
|
return this.setFromMatrixColumn( index, matrix );
|
|
|
|
},
|
|
|
|
setFromMatrixPosition: function ( m ) {
|
|
|
|
this.x = m.elements[ 12 ];
|
|
this.y = m.elements[ 13 ];
|
|
this.z = m.elements[ 14 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrixScale: function ( m ) {
|
|
|
|
var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
|
|
var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
|
|
var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
|
|
|
|
this.x = sx;
|
|
this.y = sy;
|
|
this.z = sz;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrixColumn: function ( index, matrix ) {
|
|
|
|
var offset = index * 4;
|
|
|
|
var me = matrix.elements;
|
|
|
|
this.x = me[ offset ];
|
|
this.y = me[ offset + 1 ];
|
|
this.z = me[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
index = index * attribute.itemSize + offset;
|
|
|
|
this.x = attribute.array[ index ];
|
|
this.y = attribute.array[ index + 1 ];
|
|
this.z = attribute.array[ index + 2 ];
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
/**
|
|
* @author supereggbert / http://www.paulbrunt.co.uk/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author egraether / http://egraether.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
THREE.Vector4 = function ( x, y, z, w ) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = ( w !== undefined ) ? w : 1;
|
|
|
|
};
|
|
|
|
THREE.Vector4.prototype = {
|
|
|
|
constructor: THREE.Vector4,
|
|
|
|
set: function ( x, y, z, w ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setX: function ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setW: function ( w ) {
|
|
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setComponent: function ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
case 3: this.w = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getComponent: function ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
case 3: return this.w;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z, this.w );
|
|
|
|
},
|
|
|
|
copy: function ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
this.w = ( v.w !== undefined ) ? v.w : 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
this.w += v.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
this.w += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addVectors: function ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
this.z = a.z + b.z;
|
|
this.w = a.w + b.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScaledVector: function ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
this.w += v.w * s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
this.w -= v.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
this.w -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
this.z = a.z - b.z;
|
|
this.w = a.w - b.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
this.w *= scalar;
|
|
} else {
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
this.w = 0;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
|
|
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
setAxisAngleFromQuaternion: function ( q ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
|
|
|
// q is assumed to be normalized
|
|
|
|
this.w = 2 * Math.acos( q.w );
|
|
|
|
var s = Math.sqrt( 1 - q.w * q.w );
|
|
|
|
if ( s < 0.0001 ) {
|
|
|
|
this.x = 1;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
|
|
} else {
|
|
|
|
this.x = q.x / s;
|
|
this.y = q.y / s;
|
|
this.z = q.z / s;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setAxisAngleFromRotationMatrix: function ( m ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var angle, x, y, z, // variables for result
|
|
epsilon = 0.01, // margin to allow for rounding errors
|
|
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
|
|
|
te = m.elements,
|
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
if ( ( Math.abs( m12 - m21 ) < epsilon )
|
|
&& ( Math.abs( m13 - m31 ) < epsilon )
|
|
&& ( Math.abs( m23 - m32 ) < epsilon ) ) {
|
|
|
|
// singularity found
|
|
// first check for identity matrix which must have +1 for all terms
|
|
// in leading diagonal and zero in other terms
|
|
|
|
if ( ( Math.abs( m12 + m21 ) < epsilon2 )
|
|
&& ( Math.abs( m13 + m31 ) < epsilon2 )
|
|
&& ( Math.abs( m23 + m32 ) < epsilon2 )
|
|
&& ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
|
|
|
// this singularity is identity matrix so angle = 0
|
|
|
|
this.set( 1, 0, 0, 0 );
|
|
|
|
return this; // zero angle, arbitrary axis
|
|
|
|
}
|
|
|
|
// otherwise this singularity is angle = 180
|
|
|
|
angle = Math.PI;
|
|
|
|
var xx = ( m11 + 1 ) / 2;
|
|
var yy = ( m22 + 1 ) / 2;
|
|
var zz = ( m33 + 1 ) / 2;
|
|
var xy = ( m12 + m21 ) / 4;
|
|
var xz = ( m13 + m31 ) / 4;
|
|
var yz = ( m23 + m32 ) / 4;
|
|
|
|
if ( ( xx > yy ) && ( xx > zz ) ) {
|
|
|
|
// m11 is the largest diagonal term
|
|
|
|
if ( xx < epsilon ) {
|
|
|
|
x = 0;
|
|
y = 0.707106781;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
x = Math.sqrt( xx );
|
|
y = xy / x;
|
|
z = xz / x;
|
|
|
|
}
|
|
|
|
} else if ( yy > zz ) {
|
|
|
|
// m22 is the largest diagonal term
|
|
|
|
if ( yy < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
y = Math.sqrt( yy );
|
|
x = xy / y;
|
|
z = yz / y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// m33 is the largest diagonal term so base result on this
|
|
|
|
if ( zz < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0.707106781;
|
|
z = 0;
|
|
|
|
} else {
|
|
|
|
z = Math.sqrt( zz );
|
|
x = xz / z;
|
|
y = yz / z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.set( x, y, z, angle );
|
|
|
|
return this; // return 180 deg rotation
|
|
|
|
}
|
|
|
|
// as we have reached here there are no singularities so we can handle normally
|
|
|
|
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
|
|
+ ( m13 - m31 ) * ( m13 - m31 )
|
|
+ ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
|
|
|
if ( Math.abs( s ) < 0.001 ) s = 1;
|
|
|
|
// prevent divide by zero, should not happen if matrix is orthogonal and should be
|
|
// caught by singularity test above, but I've left it in just in case
|
|
|
|
this.x = ( m32 - m23 ) / s;
|
|
this.y = ( m13 - m31 ) / s;
|
|
this.z = ( m21 - m12 ) / s;
|
|
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
this.w = Math.min( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
this.w = Math.max( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
this.w = Math.max( min.w, Math.min( max.w, this.w ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new THREE.Vector4();
|
|
max = new THREE.Vector4();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal, minVal, minVal );
|
|
max.set( maxVal, maxVal, maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
this.w = Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
this.w = Math.ceil( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
this.w = Math.round( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
this.w = - this.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
|
},
|
|
|
|
lengthManhattan: function () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
this.z += ( v.z - this.z ) * alpha;
|
|
this.w += ( v.w - this.w ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
this.w = array[ offset + 3 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
array[ offset + 3 ] = this.w;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
index = index * attribute.itemSize + offset;
|
|
|
|
this.x = attribute.array[ index ];
|
|
this.y = attribute.array[ index + 1 ];
|
|
this.z = attribute.array[ index + 2 ];
|
|
this.w = attribute.array[ index + 3 ];
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
THREE.Euler = function ( x, y, z, order ) {
|
|
|
|
this._x = x || 0;
|
|
this._y = y || 0;
|
|
this._z = z || 0;
|
|
this._order = order || THREE.Euler.DefaultOrder;
|
|
|
|
};
|
|
|
|
THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
|
|
|
|
THREE.Euler.DefaultOrder = 'XYZ';
|
|
|
|
THREE.Euler.prototype = {
|
|
|
|
constructor: THREE.Euler,
|
|
|
|
get x () {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
set x ( value ) {
|
|
|
|
this._x = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get y () {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
set y ( value ) {
|
|
|
|
this._y = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get z () {
|
|
|
|
return this._z;
|
|
|
|
},
|
|
|
|
set z ( value ) {
|
|
|
|
this._z = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get order () {
|
|
|
|
return this._order;
|
|
|
|
},
|
|
|
|
set order ( value ) {
|
|
|
|
this._order = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
set: function ( x, y, z, order ) {
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._order = order || this._order;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this._x, this._y, this._z, this._order);
|
|
|
|
},
|
|
|
|
copy: function ( euler ) {
|
|
|
|
this._x = euler._x;
|
|
this._y = euler._y;
|
|
this._z = euler._z;
|
|
this._order = euler._order;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromRotationMatrix: function ( m, order, update ) {
|
|
|
|
var clamp = THREE.Math.clamp;
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var te = m.elements;
|
|
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
|
|
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
|
|
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
order = order || this._order;
|
|
|
|
if ( order === 'XYZ' ) {
|
|
|
|
this._y = Math.asin( clamp( m13, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m13 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._z = Math.atan2( - m12, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
} else if ( order === 'YXZ' ) {
|
|
|
|
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m23 ) < 0.99999 ) {
|
|
|
|
this._y = Math.atan2( m13, m33 );
|
|
this._z = Math.atan2( m21, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = Math.atan2( - m31, m11 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
} else if ( order === 'ZXY' ) {
|
|
|
|
this._x = Math.asin( clamp( m32, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m32 ) < 0.99999 ) {
|
|
|
|
this._y = Math.atan2( - m31, m33 );
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = 0;
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'ZYX' ) {
|
|
|
|
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m31 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( m32, m33 );
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'YZX' ) {
|
|
|
|
this._z = Math.asin( clamp( m21, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m21 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m22 );
|
|
this._y = Math.atan2( - m31, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._y = Math.atan2( m13, m33 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'XZY' ) {
|
|
|
|
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m12 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._y = Math.atan2( m13, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._y = 0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
|
|
|
|
}
|
|
|
|
this._order = order;
|
|
|
|
if ( update !== false ) this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromQuaternion: function () {
|
|
|
|
var matrix;
|
|
|
|
return function ( q, order, update ) {
|
|
|
|
if ( matrix === undefined ) matrix = new THREE.Matrix4();
|
|
matrix.makeRotationFromQuaternion( q );
|
|
this.setFromRotationMatrix( matrix, order, update );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
setFromVector3: function ( v, order ) {
|
|
|
|
return this.set( v.x, v.y, v.z, order || this._order );
|
|
|
|
},
|
|
|
|
reorder: function () {
|
|
|
|
// WARNING: this discards revolution information -bhouston
|
|
|
|
var q = new THREE.Quaternion();
|
|
|
|
return function ( newOrder ) {
|
|
|
|
q.setFromEuler( this );
|
|
this.setFromQuaternion( q, newOrder );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
equals: function ( euler ) {
|
|
|
|
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
|
|
|
|
},
|
|
|
|
fromArray: function ( array ) {
|
|
|
|
this._x = array[ 0 ];
|
|
this._y = array[ 1 ];
|
|
this._z = array[ 2 ];
|
|
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this._x;
|
|
array[ offset + 1 ] = this._y;
|
|
array[ offset + 2 ] = this._z;
|
|
array[ offset + 3 ] = this._order;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
toVector3: function ( optionalResult ) {
|
|
|
|
if ( optionalResult ) {
|
|
|
|
return optionalResult.set( this._x, this._y, this._z );
|
|
|
|
} else {
|
|
|
|
return new THREE.Vector3( this._x, this._y, this._z );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
onChange: function ( callback ) {
|
|
|
|
this.onChangeCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
onChangeCallback: function () {}
|
|
|
|
};
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
THREE.Matrix3 = function () {
|
|
|
|
this.elements = new Float32Array( [
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
] );
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
THREE.Matrix3.prototype = {
|
|
|
|
constructor: THREE.Matrix3,
|
|
|
|
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
|
|
te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
|
|
te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
identity: function () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().fromArray( this.elements );
|
|
|
|
},
|
|
|
|
copy: function ( m ) {
|
|
|
|
var me = m.elements;
|
|
|
|
this.set(
|
|
|
|
me[ 0 ], me[ 3 ], me[ 6 ],
|
|
me[ 1 ], me[ 4 ], me[ 7 ],
|
|
me[ 2 ], me[ 5 ], me[ 8 ]
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
|
return vector.applyMatrix3( this );
|
|
|
|
},
|
|
|
|
multiplyVector3Array: function ( a ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
return this.applyToVector3Array( a );
|
|
|
|
},
|
|
|
|
applyToVector3Array: function () {
|
|
|
|
var v1;
|
|
|
|
return function ( array, offset, length ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
if ( offset === undefined ) offset = 0;
|
|
if ( length === undefined ) length = array.length;
|
|
|
|
for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
|
|
|
|
v1.fromArray( array, j );
|
|
v1.applyMatrix3( this );
|
|
v1.toArray( array, j );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyToBuffer: function () {
|
|
|
|
var v1;
|
|
|
|
return function applyToBuffer( buffer, offset, length ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
if ( offset === undefined ) offset = 0;
|
|
if ( length === undefined ) length = buffer.length / buffer.itemSize;
|
|
|
|
for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
|
|
|
|
v1.x = buffer.getX( j );
|
|
v1.y = buffer.getY( j );
|
|
v1.z = buffer.getZ( j );
|
|
|
|
v1.applyMatrix3( this );
|
|
|
|
buffer.setXYZ( v1.x, v1.y, v1.z );
|
|
|
|
}
|
|
|
|
return buffer;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
multiplyScalar: function ( s ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
|
|
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
|
|
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
determinant: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
|
|
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
|
|
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
|
|
|
|
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
|
|
|
|
},
|
|
|
|
getInverse: function ( matrix, throwOnInvertible ) {
|
|
|
|
// input: THREE.Matrix4
|
|
// ( based on http://code.google.com/p/webgl-mjs/ )
|
|
|
|
var me = matrix.elements;
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
|
|
te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
|
|
te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
|
|
te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
|
|
te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
|
|
te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
|
|
te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
|
|
te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
|
|
te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
|
|
|
|
var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
|
|
|
|
// no inverse
|
|
|
|
if ( det === 0 ) {
|
|
|
|
var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
|
|
|
|
if ( throwOnInvertible || false ) {
|
|
|
|
throw new Error( msg );
|
|
|
|
} else {
|
|
|
|
console.warn( msg );
|
|
|
|
}
|
|
|
|
this.identity();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
this.multiplyScalar( 1.0 / det );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
transpose: function () {
|
|
|
|
var tmp, m = this.elements;
|
|
|
|
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
|
|
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
|
|
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
getNormalMatrix: function ( m ) {
|
|
|
|
// input: THREE.Matrix4
|
|
|
|
this.getInverse( m ).transpose();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
transposeIntoArray: function ( r ) {
|
|
|
|
var m = this.elements;
|
|
|
|
r[ 0 ] = m[ 0 ];
|
|
r[ 1 ] = m[ 3 ];
|
|
r[ 2 ] = m[ 6 ];
|
|
r[ 3 ] = m[ 1 ];
|
|
r[ 4 ] = m[ 4 ];
|
|
r[ 5 ] = m[ 7 ];
|
|
r[ 6 ] = m[ 2 ];
|
|
r[ 7 ] = m[ 5 ];
|
|
r[ 8 ] = m[ 8 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromArray: function ( array ) {
|
|
|
|
this.elements.set( array );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
return [
|
|
te[ 0 ], te[ 1 ], te[ 2 ],
|
|
te[ 3 ], te[ 4 ], te[ 5 ],
|
|
te[ 6 ], te[ 7 ], te[ 8 ]
|
|
];
|
|
|
|
}
|
|
|
|
};
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author supereggbert / http://www.paulbrunt.co.uk/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author jordi_ros / http://plattsoft.com
|
|
* @author D1plo1d / http://github.com/D1plo1d
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author timknip / http://www.floorplanner.com/
|
|
* @author bhouston / http://clara.io
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
THREE.Matrix4 = function () {
|
|
|
|
this.elements = new Float32Array( [
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
] );
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
THREE.Matrix4.prototype = {
|
|
|
|
constructor: THREE.Matrix4,
|
|
|
|
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
|
|
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
|
|
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
|
|
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
identity: function () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new THREE.Matrix4().fromArray( this.elements );
|
|
|
|
},
|
|
|
|
copy: function ( m ) {
|
|
|
|
this.elements.set( m.elements );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
extractPosition: function ( m ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
|
|
return this.copyPosition( m );
|
|
|
|
},
|
|
|
|
copyPosition: function ( m ) {
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
te[ 12 ] = me[ 12 ];
|
|
te[ 13 ] = me[ 13 ];
|
|
te[ 14 ] = me[ 14 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
extractBasis: function ( xAxis, yAxis, zAxis ) {
|
|
|
|
var te = this.elements;
|
|
|
|
xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
|
|
yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
|
|
zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeBasis: function ( xAxis, yAxis, zAxis ) {
|
|
|
|
this.set(
|
|
xAxis.x, yAxis.x, zAxis.x, 0,
|
|
xAxis.y, yAxis.y, zAxis.y, 0,
|
|
xAxis.z, yAxis.z, zAxis.z, 0,
|
|
0, 0, 0, 1
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
extractRotation: function () {
|
|
|
|
var v1;
|
|
|
|
return function ( m ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
|
|
var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
|
|
var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
|
|
|
|
te[ 0 ] = me[ 0 ] * scaleX;
|
|
te[ 1 ] = me[ 1 ] * scaleX;
|
|
te[ 2 ] = me[ 2 ] * scaleX;
|
|
|
|
te[ 4 ] = me[ 4 ] * scaleY;
|
|
te[ 5 ] = me[ 5 ] * scaleY;
|
|
te[ 6 ] = me[ 6 ] * scaleY;
|
|
|
|
te[ 8 ] = me[ 8 ] * scaleZ;
|
|
te[ 9 ] = me[ 9 ] * scaleZ;
|
|
te[ 10 ] = me[ 10 ] * scaleZ;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
makeRotationFromEuler: function ( euler ) {
|
|
|
|
if ( euler instanceof THREE.Euler === false ) {
|
|
|
|
console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
|
|
var x = euler.x, y = euler.y, z = euler.z;
|
|
var a = Math.cos( x ), b = Math.sin( x );
|
|
var c = Math.cos( y ), d = Math.sin( y );
|
|
var e = Math.cos( z ), f = Math.sin( z );
|
|
|
|
if ( euler.order === 'XYZ' ) {
|
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - c * f;
|
|
te[ 8 ] = d;
|
|
|
|
te[ 1 ] = af + be * d;
|
|
te[ 5 ] = ae - bf * d;
|
|
te[ 9 ] = - b * c;
|
|
|
|
te[ 2 ] = bf - ae * d;
|
|
te[ 6 ] = be + af * d;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YXZ' ) {
|
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
|
te[ 0 ] = ce + df * b;
|
|
te[ 4 ] = de * b - cf;
|
|
te[ 8 ] = a * d;
|
|
|
|
te[ 1 ] = a * f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b;
|
|
|
|
te[ 2 ] = cf * b - de;
|
|
te[ 6 ] = df + ce * b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZXY' ) {
|
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
|
te[ 0 ] = ce - df * b;
|
|
te[ 4 ] = - a * f;
|
|
te[ 8 ] = de + cf * b;
|
|
|
|
te[ 1 ] = cf + de * b;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = df - ce * b;
|
|
|
|
te[ 2 ] = - a * d;
|
|
te[ 6 ] = b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZYX' ) {
|
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = be * d - af;
|
|
te[ 8 ] = ae * d + bf;
|
|
|
|
te[ 1 ] = c * f;
|
|
te[ 5 ] = bf * d + ae;
|
|
te[ 9 ] = af * d - be;
|
|
|
|
te[ 2 ] = - d;
|
|
te[ 6 ] = b * c;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YZX' ) {
|
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = bd - ac * f;
|
|
te[ 8 ] = bc * f + ad;
|
|
|
|
te[ 1 ] = f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b * e;
|
|
|
|
te[ 2 ] = - d * e;
|
|
te[ 6 ] = ad * f + bc;
|
|
te[ 10 ] = ac - bd * f;
|
|
|
|
} else if ( euler.order === 'XZY' ) {
|
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - f;
|
|
te[ 8 ] = d * e;
|
|
|
|
te[ 1 ] = ac * f + bd;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = ad * f - bc;
|
|
|
|
te[ 2 ] = bc * f - ad;
|
|
te[ 6 ] = b * e;
|
|
te[ 10 ] = bd * f + ac;
|
|
|
|
}
|
|
|
|
// last column
|
|
te[ 3 ] = 0;
|
|
te[ 7 ] = 0;
|
|
te[ 11 ] = 0;
|
|
|
|
// bottom row
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setRotationFromQuaternion: function ( q ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
|
|
|
|
return this.makeRotationFromQuaternion( q );
|
|
|
|
},
|
|
|
|
makeRotationFromQuaternion: function ( q ) {
|
|
|
|
var te = this.elements;
|
|
|
|
var x = q.x, y = q.y, z = q.z, w = q.w;
|
|
var x2 = x + x, y2 = y + y, z2 = z + z;
|
|
var xx = x * x2, xy = x * y2, xz = x * z2;
|
|
var yy = y * y2, yz = y * z2, zz = z * z2;
|
|
var wx = w * x2, wy = w * y2, wz = w * z2;
|
|
|
|
te[ 0 ] = 1 - ( yy + zz );
|
|
te[ 4 ] = xy - wz;
|
|
te[ 8 ] = xz + wy;
|
|
|
|
te[ 1 ] = xy + wz;
|
|
te[ 5 ] = 1 - ( xx + zz );
|
|
te[ 9 ] = yz - wx;
|
|
|
|
te[ 2 ] = xz - wy;
|
|
te[ 6 ] = yz + wx;
|
|
te[ 10 ] = 1 - ( xx + yy );
|
|
|
|
// last column
|
|
te[ 3 ] = 0;
|
|
te[ 7 ] = 0;
|
|
te[ 11 ] = 0;
|
|
|
|
// bottom row
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lookAt: function () {
|
|
|
|
var x, y, z;
|
|
|
|
return function ( eye, target, up ) {
|
|
|
|
if ( x === undefined ) x = new THREE.Vector3();
|
|
if ( y === undefined ) y = new THREE.Vector3();
|
|
if ( z === undefined ) z = new THREE.Vector3();
|
|
|
|
var te = this.elements;
|
|
|
|
z.subVectors( eye, target ).normalize();
|
|
|
|
if ( z.lengthSq() === 0 ) {
|
|
|
|
z.z = 1;
|
|
|
|
}
|
|
|
|
x.crossVectors( up, z ).normalize();
|
|
|
|
if ( x.lengthSq() === 0 ) {
|
|
|
|
z.x += 0.0001;
|
|
x.crossVectors( up, z ).normalize();
|
|
|
|
}
|
|
|
|
y.crossVectors( z, x );
|
|
|
|
|
|
te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
|
|
te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
|
|
te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
multiply: function ( m, n ) {
|
|
|
|
if ( n !== undefined ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
|
return this.multiplyMatrices( m, n );
|
|
|
|
}
|
|
|
|
return this.multiplyMatrices( this, m );
|
|
|
|
},
|
|
|
|
multiplyMatrices: function ( a, b ) {
|
|
|
|
var ae = a.elements;
|
|
var be = b.elements;
|
|
var te = this.elements;
|
|
|
|
var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
|
|
var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
|
|
var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
|
|
var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
|
|
|
|
var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
|
|
var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
|
|
var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
|
|
var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
|
|
|
|
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
|
|
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
|
|
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
|
|
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
|
|
|
|
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
|
|
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
|
|
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
|
|
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
|
|
|
|
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
|
|
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
|
|
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
|
|
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
|
|
|
|
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
|
|
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
|
|
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
|
|
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyToArray: function ( a, b, r ) {
|
|
|
|
var te = this.elements;
|
|
|
|
this.multiplyMatrices( a, b );
|
|
|
|
r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
|
|
r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
|
|
r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
|
|
r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( s ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
|
|
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
|
|
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
|
|
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
|
|
return vector.applyProjection( this );
|
|
|
|
},
|
|
|
|
multiplyVector4: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
|
|
multiplyVector3Array: function ( a ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
return this.applyToVector3Array( a );
|
|
|
|
},
|
|
|
|
applyToVector3Array: function () {
|
|
|
|
var v1;
|
|
|
|
return function ( array, offset, length ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
if ( offset === undefined ) offset = 0;
|
|
if ( length === undefined ) length = array.length;
|
|
|
|
for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
|
|
|
|
v1.fromArray( array, j );
|
|
v1.applyMatrix4( this );
|
|
v1.toArray( array, j );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyToBuffer: function () {
|
|
|
|
var v1;
|
|
|
|
return function applyToBuffer( buffer, offset, length ) {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
if ( offset === undefined ) offset = 0;
|
|
if ( length === undefined ) length = buffer.length / buffer.itemSize;
|
|
|
|
for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
|
|
|
|
v1.x = buffer.getX( j );
|
|
v1.y = buffer.getY( j );
|
|
v1.z = buffer.getZ( j );
|
|
|
|
v1.applyMatrix4( this );
|
|
|
|
buffer.setXYZ( v1.x, v1.y, v1.z );
|
|
|
|
}
|
|
|
|
return buffer;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateAxis: function ( v ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
|
|
|
v.transformDirection( this );
|
|
|
|
},
|
|
|
|
crossVector: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
|
|
determinant: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
|
|
var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
|
|
var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
|
|
var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
|
|
|
|
//TODO: make this more efficient
|
|
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
|
|
|
return (
|
|
n41 * (
|
|
+ n14 * n23 * n32
|
|
- n13 * n24 * n32
|
|
- n14 * n22 * n33
|
|
+ n12 * n24 * n33
|
|
+ n13 * n22 * n34
|
|
- n12 * n23 * n34
|
|
) +
|
|
n42 * (
|
|
+ n11 * n23 * n34
|
|
- n11 * n24 * n33
|
|
+ n14 * n21 * n33
|
|
- n13 * n21 * n34
|
|
+ n13 * n24 * n31
|
|
- n14 * n23 * n31
|
|
) +
|
|
n43 * (
|
|
+ n11 * n24 * n32
|
|
- n11 * n22 * n34
|
|
- n14 * n21 * n32
|
|
+ n12 * n21 * n34
|
|
+ n14 * n22 * n31
|
|
- n12 * n24 * n31
|
|
) +
|
|
n44 * (
|
|
- n13 * n22 * n31
|
|
- n11 * n23 * n32
|
|
+ n11 * n22 * n33
|
|
+ n13 * n21 * n32
|
|
- n12 * n21 * n33
|
|
+ n12 * n23 * n31
|
|
)
|
|
|
|
);
|
|
|
|
},
|
|
|
|
transpose: function () {
|
|
|
|
var te = this.elements;
|
|
var tmp;
|
|
|
|
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
|
|
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
|
|
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
|
|
|
|
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
|
|
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
|
|
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
array[ offset + 9 ] = te[ 9 ];
|
|
array[ offset + 10 ] = te[ 10 ];
|
|
array[ offset + 11 ] = te[ 11 ];
|
|
|
|
array[ offset + 12 ] = te[ 12 ];
|
|
array[ offset + 13 ] = te[ 13 ];
|
|
array[ offset + 14 ] = te[ 14 ];
|
|
array[ offset + 15 ] = te[ 15 ];
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
getPosition: function () {
|
|
|
|
var v1;
|
|
|
|
return function () {
|
|
|
|
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
|
console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
|
|
|
var te = this.elements;
|
|
return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
setPosition: function ( v ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 12 ] = v.x;
|
|
te[ 13 ] = v.y;
|
|
te[ 14 ] = v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getInverse: function ( m, throwOnInvertible ) {
|
|
|
|
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
|
|
var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
|
|
var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
|
|
var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
|
|
|
|
te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
|
|
te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
|
|
te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
|
|
te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
|
|
te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
|
|
te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
|
|
te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
|
|
te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
|
|
te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
|
|
te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
|
|
te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
|
|
te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
|
|
te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
|
|
te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
|
|
te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
|
|
te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
|
|
|
|
var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
|
|
|
|
if ( det === 0 ) {
|
|
|
|
var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
|
|
|
|
if ( throwOnInvertible || false ) {
|
|
|
|
throw new Error( msg );
|
|
|
|
} else {
|
|
|
|
console.warn( msg );
|
|
|
|
}
|
|
|
|
this.identity();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
this.multiplyScalar( 1 / det );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translate: function ( v ) {
|
|
|
|
console.error( 'THREE.Matrix4: .translate() has been removed.' );
|
|
|
|
},
|
|
|
|
rotateX: function ( angle ) {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
|
|
|
|
},
|
|
|
|
rotateY: function ( angle ) {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
|
|
|
|
},
|
|
|
|
rotateZ: function ( angle ) {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
|
|
|
|
},
|
|
|
|
rotateByAxis: function ( axis, angle ) {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
|
|
|
|
},
|
|
|
|
scale: function ( v ) {
|
|
|
|
var te = this.elements;
|
|
var x = v.x, y = v.y, z = v.z;
|
|
|
|
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
|
|
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
|
|
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
|
|
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getMaxScaleOnAxis: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
|
|
var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
|
|
var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
|
|
|
|
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
|
|
|
|
},
|
|
|
|
makeTranslation: function ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, x,
|
|
0, 1, 0, y,
|
|
0, 0, 1, z,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationX: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, 0,
|
|
0, c, - s, 0,
|
|
0, s, c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationY: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
c, 0, s, 0,
|
|
0, 1, 0, 0,
|
|
- s, 0, c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationZ: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
c, - s, 0, 0,
|
|
s, c, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationAxis: function ( axis, angle ) {
|
|
|
|
// Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
|
var c = Math.cos( angle );
|
|
var s = Math.sin( angle );
|
|
var t = 1 - c;
|
|
var x = axis.x, y = axis.y, z = axis.z;
|
|
var tx = t * x, ty = t * y;
|
|
|
|
this.set(
|
|
|
|
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeScale: function ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
x, 0, 0, 0,
|
|
0, y, 0, 0,
|
|
0, 0, z, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
compose: function ( position, quaternion, scale ) {
|
|
|
|
this.makeRotationFromQuaternion( quaternion );
|
|
this.scale( scale );
|
|
this.setPosition( position );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
decompose: function () {
|
|
|
|
var vector, matrix;
|
|
|
|
return function ( position, quaternion, scale ) {
|
|
|
|
if ( vector === undefined ) vector = new THREE.Vector3();
|
|
if ( matrix === undefined ) matrix = new THREE.Matrix4();
|
|
|
|
var te = this.elements;
|
|
|
|
var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
|
|
var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
|
|
var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
|
|
|
|
// if determine is negative, we need to invert one scale
|
|
var det = this.determinant();
|
|
if ( det < 0 ) {
|
|
|
|
sx = - sx;
|
|
|
|
}
|
|
|
|
position.x = te[ 12 ];
|
|
position.y = te[ 13 ];
|
|
position.z = te[ 14 ];
|
|
|
|
// scale the rotation part
|
|
|
|
matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
|
|
|
|
var invSX = 1 / sx;
|
|
var invSY = 1 / sy;
|
|
var invSZ = 1 / sz;
|
|
|
|
matrix.elements[ 0 ] *= invSX;
|
|
matrix.elements[ 1 ] *= invSX;
|
|
matrix.elements[ 2 ] *= invSX;
|
|
|
|
matrix.elements[ 4 ] *= invSY;
|
|
matrix.elements[ 5 ] *= invSY;
|
|
matrix.elements[ 6 ] *= invSY;
|
|
|
|
matrix.elements[ 8 ] *= invSZ;
|
|
matrix.elements[ 9 ] *= invSZ;
|
|
matrix.elements[ 10 ] *= invSZ;
|
|
|
|
quaternion.setFromRotationMatrix( matrix );
|
|
|
|
scale.x = sx;
|
|
scale.y = sy;
|
|
scale.z = sz;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
makeFrustum: function ( left, right, bottom, top, near, far ) {
|
|
|
|
var te = this.elements;
|
|
var x = 2 * near / ( right - left );
|
|
var y = 2 * near / ( top - bottom );
|
|
|
|
var a = ( right + left ) / ( right - left );
|
|
var b = ( top + bottom ) / ( top - bottom );
|
|
var c = - ( far + near ) / ( far - near );
|
|
var d = - 2 * far * near / ( far - near );
|
|
|
|
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
|
|
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
|
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
|
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makePerspective: function ( fov, aspect, near, far ) {
|
|
|
|
var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
|
|
var ymin = - ymax;
|
|
var xmin = ymin * aspect;
|
|
var xmax = ymax * aspect;
|
|
|
|
return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
|
|
|
|
},
|
|
|
|
makeOrthographic: function ( left, right, top, bottom, near, far ) {
|
|
|
|
var te = this.elements;
|
|
var w = right - left;
|
|
var h = top - bottom;
|
|
var p = far - near;
|
|
|
|
var x = ( right + left ) / w;
|
|
var y = ( top + bottom ) / h;
|
|
var z = ( far + near ) / p;
|
|
|
|
te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
|
|
te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
|
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
|
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( matrix ) {
|
|
|
|
var te = this.elements;
|
|
var me = matrix.elements;
|
|
|
|
for ( var i = 0; i < 16; i ++ ) {
|
|
|
|
if ( te[ i ] !== me[ i ] ) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
fromArray: function ( array ) {
|
|
|
|
this.elements.set( array );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
return [
|
|
te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
|
|
te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
|
|
te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
|
|
te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
|
|
];
|
|
|
|
}
|
|
|
|
};
|