UNPKG

20.2 kBJavaScriptView Raw
1import { Vector3 } from './Vector3.js';
2
3/**
4 * @author mrdoob / http://mrdoob.com/
5 * @author supereggbert / http://www.paulbrunt.co.uk/
6 * @author philogb / http://blog.thejit.org/
7 * @author jordi_ros / http://plattsoft.com
8 * @author D1plo1d / http://github.com/D1plo1d
9 * @author alteredq / http://alteredqualia.com/
10 * @author mikael emtinger / http://gomo.se/
11 * @author timknip / http://www.floorplanner.com/
12 * @author bhouston / http://clara.io
13 * @author WestLangley / http://github.com/WestLangley
14 */
15
16function Matrix4() {
17
18 this.elements = [
19
20 1, 0, 0, 0,
21 0, 1, 0, 0,
22 0, 0, 1, 0,
23 0, 0, 0, 1
24
25 ];
26
27 if ( arguments.length > 0 ) {
28
29 console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
30
31 }
32
33}
34
35Object.assign( Matrix4.prototype, {
36
37 isMatrix4: true,
38
39 set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
40
41 var te = this.elements;
42
43 te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
44 te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
45 te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
46 te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
47
48 return this;
49
50 },
51
52 identity: function () {
53
54 this.set(
55
56 1, 0, 0, 0,
57 0, 1, 0, 0,
58 0, 0, 1, 0,
59 0, 0, 0, 1
60
61 );
62
63 return this;
64
65 },
66
67 clone: function () {
68
69 return new Matrix4().fromArray( this.elements );
70
71 },
72
73 copy: function ( m ) {
74
75 var te = this.elements;
76 var me = m.elements;
77
78 te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
79 te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
80 te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
81 te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
82
83 return this;
84
85 },
86
87 copyPosition: function ( m ) {
88
89 var te = this.elements, me = m.elements;
90
91 te[ 12 ] = me[ 12 ];
92 te[ 13 ] = me[ 13 ];
93 te[ 14 ] = me[ 14 ];
94
95 return this;
96
97 },
98
99 extractBasis: function ( xAxis, yAxis, zAxis ) {
100
101 xAxis.setFromMatrixColumn( this, 0 );
102 yAxis.setFromMatrixColumn( this, 1 );
103 zAxis.setFromMatrixColumn( this, 2 );
104
105 return this;
106
107 },
108
109 makeBasis: function ( xAxis, yAxis, zAxis ) {
110
111 this.set(
112 xAxis.x, yAxis.x, zAxis.x, 0,
113 xAxis.y, yAxis.y, zAxis.y, 0,
114 xAxis.z, yAxis.z, zAxis.z, 0,
115 0, 0, 0, 1
116 );
117
118 return this;
119
120 },
121
122 extractRotation: function () {
123
124 var v1 = new Vector3();
125
126 return function extractRotation( m ) {
127
128 var te = this.elements;
129 var me = m.elements;
130
131 var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
132 var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
133 var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
134
135 te[ 0 ] = me[ 0 ] * scaleX;
136 te[ 1 ] = me[ 1 ] * scaleX;
137 te[ 2 ] = me[ 2 ] * scaleX;
138
139 te[ 4 ] = me[ 4 ] * scaleY;
140 te[ 5 ] = me[ 5 ] * scaleY;
141 te[ 6 ] = me[ 6 ] * scaleY;
142
143 te[ 8 ] = me[ 8 ] * scaleZ;
144 te[ 9 ] = me[ 9 ] * scaleZ;
145 te[ 10 ] = me[ 10 ] * scaleZ;
146
147 return this;
148
149 };
150
151 }(),
152
153 makeRotationFromEuler: function ( euler ) {
154
155 if ( ! ( euler && euler.isEuler ) ) {
156
157 console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
158
159 }
160
161 var te = this.elements;
162
163 var x = euler.x, y = euler.y, z = euler.z;
164 var a = Math.cos( x ), b = Math.sin( x );
165 var c = Math.cos( y ), d = Math.sin( y );
166 var e = Math.cos( z ), f = Math.sin( z );
167
168 if ( euler.order === 'XYZ' ) {
169
170 var ae = a * e, af = a * f, be = b * e, bf = b * f;
171
172 te[ 0 ] = c * e;
173 te[ 4 ] = - c * f;
174 te[ 8 ] = d;
175
176 te[ 1 ] = af + be * d;
177 te[ 5 ] = ae - bf * d;
178 te[ 9 ] = - b * c;
179
180 te[ 2 ] = bf - ae * d;
181 te[ 6 ] = be + af * d;
182 te[ 10 ] = a * c;
183
184 } else if ( euler.order === 'YXZ' ) {
185
186 var ce = c * e, cf = c * f, de = d * e, df = d * f;
187
188 te[ 0 ] = ce + df * b;
189 te[ 4 ] = de * b - cf;
190 te[ 8 ] = a * d;
191
192 te[ 1 ] = a * f;
193 te[ 5 ] = a * e;
194 te[ 9 ] = - b;
195
196 te[ 2 ] = cf * b - de;
197 te[ 6 ] = df + ce * b;
198 te[ 10 ] = a * c;
199
200 } else if ( euler.order === 'ZXY' ) {
201
202 var ce = c * e, cf = c * f, de = d * e, df = d * f;
203
204 te[ 0 ] = ce - df * b;
205 te[ 4 ] = - a * f;
206 te[ 8 ] = de + cf * b;
207
208 te[ 1 ] = cf + de * b;
209 te[ 5 ] = a * e;
210 te[ 9 ] = df - ce * b;
211
212 te[ 2 ] = - a * d;
213 te[ 6 ] = b;
214 te[ 10 ] = a * c;
215
216 } else if ( euler.order === 'ZYX' ) {
217
218 var ae = a * e, af = a * f, be = b * e, bf = b * f;
219
220 te[ 0 ] = c * e;
221 te[ 4 ] = be * d - af;
222 te[ 8 ] = ae * d + bf;
223
224 te[ 1 ] = c * f;
225 te[ 5 ] = bf * d + ae;
226 te[ 9 ] = af * d - be;
227
228 te[ 2 ] = - d;
229 te[ 6 ] = b * c;
230 te[ 10 ] = a * c;
231
232 } else if ( euler.order === 'YZX' ) {
233
234 var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
235
236 te[ 0 ] = c * e;
237 te[ 4 ] = bd - ac * f;
238 te[ 8 ] = bc * f + ad;
239
240 te[ 1 ] = f;
241 te[ 5 ] = a * e;
242 te[ 9 ] = - b * e;
243
244 te[ 2 ] = - d * e;
245 te[ 6 ] = ad * f + bc;
246 te[ 10 ] = ac - bd * f;
247
248 } else if ( euler.order === 'XZY' ) {
249
250 var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
251
252 te[ 0 ] = c * e;
253 te[ 4 ] = - f;
254 te[ 8 ] = d * e;
255
256 te[ 1 ] = ac * f + bd;
257 te[ 5 ] = a * e;
258 te[ 9 ] = ad * f - bc;
259
260 te[ 2 ] = bc * f - ad;
261 te[ 6 ] = b * e;
262 te[ 10 ] = bd * f + ac;
263
264 }
265
266 // last column
267 te[ 3 ] = 0;
268 te[ 7 ] = 0;
269 te[ 11 ] = 0;
270
271 // bottom row
272 te[ 12 ] = 0;
273 te[ 13 ] = 0;
274 te[ 14 ] = 0;
275 te[ 15 ] = 1;
276
277 return this;
278
279 },
280
281 makeRotationFromQuaternion: function ( q ) {
282
283 var te = this.elements;
284
285 var x = q._x, y = q._y, z = q._z, w = q._w;
286 var x2 = x + x, y2 = y + y, z2 = z + z;
287 var xx = x * x2, xy = x * y2, xz = x * z2;
288 var yy = y * y2, yz = y * z2, zz = z * z2;
289 var wx = w * x2, wy = w * y2, wz = w * z2;
290
291 te[ 0 ] = 1 - ( yy + zz );
292 te[ 4 ] = xy - wz;
293 te[ 8 ] = xz + wy;
294
295 te[ 1 ] = xy + wz;
296 te[ 5 ] = 1 - ( xx + zz );
297 te[ 9 ] = yz - wx;
298
299 te[ 2 ] = xz - wy;
300 te[ 6 ] = yz + wx;
301 te[ 10 ] = 1 - ( xx + yy );
302
303 // last column
304 te[ 3 ] = 0;
305 te[ 7 ] = 0;
306 te[ 11 ] = 0;
307
308 // bottom row
309 te[ 12 ] = 0;
310 te[ 13 ] = 0;
311 te[ 14 ] = 0;
312 te[ 15 ] = 1;
313
314 return this;
315
316 },
317
318 lookAt: function () {
319
320 var x = new Vector3();
321 var y = new Vector3();
322 var z = new Vector3();
323
324 return function lookAt( eye, target, up ) {
325
326 var te = this.elements;
327
328 z.subVectors( eye, target );
329
330 if ( z.lengthSq() === 0 ) {
331
332 // eye and target are in the same position
333
334 z.z = 1;
335
336 }
337
338 z.normalize();
339 x.crossVectors( up, z );
340
341 if ( x.lengthSq() === 0 ) {
342
343 // up and z are parallel
344
345 if ( Math.abs( up.z ) === 1 ) {
346
347 z.x += 0.0001;
348
349 } else {
350
351 z.z += 0.0001;
352
353 }
354
355 z.normalize();
356 x.crossVectors( up, z );
357
358 }
359
360 x.normalize();
361 y.crossVectors( z, x );
362
363 te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
364 te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
365 te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
366
367 return this;
368
369 };
370
371 }(),
372
373 multiply: function ( m, n ) {
374
375 if ( n !== undefined ) {
376
377 console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
378 return this.multiplyMatrices( m, n );
379
380 }
381
382 return this.multiplyMatrices( this, m );
383
384 },
385
386 premultiply: function ( m ) {
387
388 return this.multiplyMatrices( m, this );
389
390 },
391
392 multiplyMatrices: function ( a, b ) {
393
394 var ae = a.elements;
395 var be = b.elements;
396 var te = this.elements;
397
398 var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
399 var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
400 var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
401 var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
402
403 var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
404 var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
405 var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
406 var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
407
408 te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
409 te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
410 te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
411 te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
412
413 te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
414 te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
415 te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
416 te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
417
418 te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
419 te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
420 te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
421 te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
422
423 te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
424 te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
425 te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
426 te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
427
428 return this;
429
430 },
431
432 multiplyScalar: function ( s ) {
433
434 var te = this.elements;
435
436 te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
437 te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
438 te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
439 te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
440
441 return this;
442
443 },
444
445 applyToBufferAttribute: function () {
446
447 var v1 = new Vector3();
448
449 return function applyToBufferAttribute( attribute ) {
450
451 for ( var i = 0, l = attribute.count; i < l; i ++ ) {
452
453 v1.x = attribute.getX( i );
454 v1.y = attribute.getY( i );
455 v1.z = attribute.getZ( i );
456
457 v1.applyMatrix4( this );
458
459 attribute.setXYZ( i, v1.x, v1.y, v1.z );
460
461 }
462
463 return attribute;
464
465 };
466
467 }(),
468
469 determinant: function () {
470
471 var te = this.elements;
472
473 var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
474 var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
475 var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
476 var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
477
478 //TODO: make this more efficient
479 //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
480
481 return (
482 n41 * (
483 + n14 * n23 * n32
484 - n13 * n24 * n32
485 - n14 * n22 * n33
486 + n12 * n24 * n33
487 + n13 * n22 * n34
488 - n12 * n23 * n34
489 ) +
490 n42 * (
491 + n11 * n23 * n34
492 - n11 * n24 * n33
493 + n14 * n21 * n33
494 - n13 * n21 * n34
495 + n13 * n24 * n31
496 - n14 * n23 * n31
497 ) +
498 n43 * (
499 + n11 * n24 * n32
500 - n11 * n22 * n34
501 - n14 * n21 * n32
502 + n12 * n21 * n34
503 + n14 * n22 * n31
504 - n12 * n24 * n31
505 ) +
506 n44 * (
507 - n13 * n22 * n31
508 - n11 * n23 * n32
509 + n11 * n22 * n33
510 + n13 * n21 * n32
511 - n12 * n21 * n33
512 + n12 * n23 * n31
513 )
514
515 );
516
517 },
518
519 transpose: function () {
520
521 var te = this.elements;
522 var tmp;
523
524 tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
525 tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
526 tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
527
528 tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
529 tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
530 tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
531
532 return this;
533
534 },
535
536 setPosition: function ( v ) {
537
538 var te = this.elements;
539
540 te[ 12 ] = v.x;
541 te[ 13 ] = v.y;
542 te[ 14 ] = v.z;
543
544 return this;
545
546 },
547
548 getInverse: function ( m, throwOnDegenerate ) {
549
550 // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
551 var te = this.elements,
552 me = m.elements,
553
554 n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
555 n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
556 n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
557 n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
558
559 t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
560 t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
561 t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
562 t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
563
564 var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
565
566 if ( det === 0 ) {
567
568 var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
569
570 if ( throwOnDegenerate === true ) {
571
572 throw new Error( msg );
573
574 } else {
575
576 console.warn( msg );
577
578 }
579
580 return this.identity();
581
582 }
583
584 var detInv = 1 / det;
585
586 te[ 0 ] = t11 * detInv;
587 te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
588 te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
589 te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
590
591 te[ 4 ] = t12 * detInv;
592 te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
593 te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
594 te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
595
596 te[ 8 ] = t13 * detInv;
597 te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
598 te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
599 te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
600
601 te[ 12 ] = t14 * detInv;
602 te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
603 te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
604 te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
605
606 return this;
607
608 },
609
610 scale: function ( v ) {
611
612 var te = this.elements;
613 var x = v.x, y = v.y, z = v.z;
614
615 te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
616 te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
617 te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
618 te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
619
620 return this;
621
622 },
623
624 getMaxScaleOnAxis: function () {
625
626 var te = this.elements;
627
628 var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
629 var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
630 var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
631
632 return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
633
634 },
635
636 makeTranslation: function ( x, y, z ) {
637
638 this.set(
639
640 1, 0, 0, x,
641 0, 1, 0, y,
642 0, 0, 1, z,
643 0, 0, 0, 1
644
645 );
646
647 return this;
648
649 },
650
651 makeRotationX: function ( theta ) {
652
653 var c = Math.cos( theta ), s = Math.sin( theta );
654
655 this.set(
656
657 1, 0, 0, 0,
658 0, c, - s, 0,
659 0, s, c, 0,
660 0, 0, 0, 1
661
662 );
663
664 return this;
665
666 },
667
668 makeRotationY: function ( theta ) {
669
670 var c = Math.cos( theta ), s = Math.sin( theta );
671
672 this.set(
673
674 c, 0, s, 0,
675 0, 1, 0, 0,
676 - s, 0, c, 0,
677 0, 0, 0, 1
678
679 );
680
681 return this;
682
683 },
684
685 makeRotationZ: function ( theta ) {
686
687 var c = Math.cos( theta ), s = Math.sin( theta );
688
689 this.set(
690
691 c, - s, 0, 0,
692 s, c, 0, 0,
693 0, 0, 1, 0,
694 0, 0, 0, 1
695
696 );
697
698 return this;
699
700 },
701
702 makeRotationAxis: function ( axis, angle ) {
703
704 // Based on http://www.gamedev.net/reference/articles/article1199.asp
705
706 var c = Math.cos( angle );
707 var s = Math.sin( angle );
708 var t = 1 - c;
709 var x = axis.x, y = axis.y, z = axis.z;
710 var tx = t * x, ty = t * y;
711
712 this.set(
713
714 tx * x + c, tx * y - s * z, tx * z + s * y, 0,
715 tx * y + s * z, ty * y + c, ty * z - s * x, 0,
716 tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
717 0, 0, 0, 1
718
719 );
720
721 return this;
722
723 },
724
725 makeScale: function ( x, y, z ) {
726
727 this.set(
728
729 x, 0, 0, 0,
730 0, y, 0, 0,
731 0, 0, z, 0,
732 0, 0, 0, 1
733
734 );
735
736 return this;
737
738 },
739
740 makeShear: function ( x, y, z ) {
741
742 this.set(
743
744 1, y, z, 0,
745 x, 1, z, 0,
746 x, y, 1, 0,
747 0, 0, 0, 1
748
749 );
750
751 return this;
752
753 },
754
755 compose: function ( position, quaternion, scale ) {
756
757 this.makeRotationFromQuaternion( quaternion );
758 this.scale( scale );
759 this.setPosition( position );
760
761 return this;
762
763 },
764
765 decompose: function () {
766
767 var vector = new Vector3();
768 var matrix = new Matrix4();
769
770 return function decompose( position, quaternion, scale ) {
771
772 var te = this.elements;
773
774 var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
775 var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
776 var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
777
778 // if determine is negative, we need to invert one scale
779 var det = this.determinant();
780 if ( det < 0 ) sx = - sx;
781
782 position.x = te[ 12 ];
783 position.y = te[ 13 ];
784 position.z = te[ 14 ];
785
786 // scale the rotation part
787 matrix.copy( this );
788
789 var invSX = 1 / sx;
790 var invSY = 1 / sy;
791 var invSZ = 1 / sz;
792
793 matrix.elements[ 0 ] *= invSX;
794 matrix.elements[ 1 ] *= invSX;
795 matrix.elements[ 2 ] *= invSX;
796
797 matrix.elements[ 4 ] *= invSY;
798 matrix.elements[ 5 ] *= invSY;
799 matrix.elements[ 6 ] *= invSY;
800
801 matrix.elements[ 8 ] *= invSZ;
802 matrix.elements[ 9 ] *= invSZ;
803 matrix.elements[ 10 ] *= invSZ;
804
805 quaternion.setFromRotationMatrix( matrix );
806
807 scale.x = sx;
808 scale.y = sy;
809 scale.z = sz;
810
811 return this;
812
813 };
814
815 }(),
816
817 makePerspective: function ( left, right, top, bottom, near, far ) {
818
819 if ( far === undefined ) {
820
821 console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
822
823 }
824
825 var te = this.elements;
826 var x = 2 * near / ( right - left );
827 var y = 2 * near / ( top - bottom );
828
829 var a = ( right + left ) / ( right - left );
830 var b = ( top + bottom ) / ( top - bottom );
831 var c = - ( far + near ) / ( far - near );
832 var d = - 2 * far * near / ( far - near );
833
834 te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
835 te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
836 te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
837 te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
838
839 return this;
840
841 },
842
843 makeOrthographic: function ( left, right, top, bottom, near, far ) {
844
845 var te = this.elements;
846 var w = 1.0 / ( right - left );
847 var h = 1.0 / ( top - bottom );
848 var p = 1.0 / ( far - near );
849
850 var x = ( right + left ) * w;
851 var y = ( top + bottom ) * h;
852 var z = ( far + near ) * p;
853
854 te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
855 te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
856 te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
857 te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
858
859 return this;
860
861 },
862
863 equals: function ( matrix ) {
864
865 var te = this.elements;
866 var me = matrix.elements;
867
868 for ( var i = 0; i < 16; i ++ ) {
869
870 if ( te[ i ] !== me[ i ] ) return false;
871
872 }
873
874 return true;
875
876 },
877
878 fromArray: function ( array, offset ) {
879
880 if ( offset === undefined ) offset = 0;
881
882 for ( var i = 0; i < 16; i ++ ) {
883
884 this.elements[ i ] = array[ i + offset ];
885
886 }
887
888 return this;
889
890 },
891
892 toArray: function ( array, offset ) {
893
894 if ( array === undefined ) array = [];
895 if ( offset === undefined ) offset = 0;
896
897 var te = this.elements;
898
899 array[ offset ] = te[ 0 ];
900 array[ offset + 1 ] = te[ 1 ];
901 array[ offset + 2 ] = te[ 2 ];
902 array[ offset + 3 ] = te[ 3 ];
903
904 array[ offset + 4 ] = te[ 4 ];
905 array[ offset + 5 ] = te[ 5 ];
906 array[ offset + 6 ] = te[ 6 ];
907 array[ offset + 7 ] = te[ 7 ];
908
909 array[ offset + 8 ] = te[ 8 ];
910 array[ offset + 9 ] = te[ 9 ];
911 array[ offset + 10 ] = te[ 10 ];
912 array[ offset + 11 ] = te[ 11 ];
913
914 array[ offset + 12 ] = te[ 12 ];
915 array[ offset + 13 ] = te[ 13 ];
916 array[ offset + 14 ] = te[ 14 ];
917 array[ offset + 15 ] = te[ 15 ];
918
919 return array;
920
921 }
922
923} );
924
925
926export { Matrix4 };