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| import { Vector3 } from './Vector3.js'; | |
| class Matrix4 { | |
| constructor() { | |
| this.elements = [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.'); | |
| } | |
| } | |
| set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) { | |
| const 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() { | |
| this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); | |
| return this; | |
| } | |
| clone() { | |
| return new Matrix4().fromArray(this.elements); | |
| } | |
| copy(m) { | |
| const te = this.elements; | |
| const me = m.elements; | |
| te[0] = me[0]; | |
| te[1] = me[1]; | |
| te[2] = me[2]; | |
| te[3] = me[3]; | |
| te[4] = me[4]; | |
| te[5] = me[5]; | |
| te[6] = me[6]; | |
| te[7] = me[7]; | |
| te[8] = me[8]; | |
| te[9] = me[9]; | |
| te[10] = me[10]; | |
| te[11] = me[11]; | |
| te[12] = me[12]; | |
| te[13] = me[13]; | |
| te[14] = me[14]; | |
| te[15] = me[15]; | |
| return this; | |
| } | |
| copyPosition(m) { | |
| const te = this.elements, | |
| me = m.elements; | |
| te[12] = me[12]; | |
| te[13] = me[13]; | |
| te[14] = me[14]; | |
| return this; | |
| } | |
| setFromMatrix3(m) { | |
| const me = m.elements; | |
| this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1); | |
| return this; | |
| } | |
| extractBasis(xAxis, yAxis, zAxis) { | |
| xAxis.setFromMatrixColumn(this, 0); | |
| yAxis.setFromMatrixColumn(this, 1); | |
| zAxis.setFromMatrixColumn(this, 2); | |
| return this; | |
| } | |
| makeBasis(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(m) { | |
| // this method does not support reflection matrices | |
| const te = this.elements; | |
| const me = m.elements; | |
| const scaleX = 1 / _v1.setFromMatrixColumn(m, 0).length(); | |
| const scaleY = 1 / _v1.setFromMatrixColumn(m, 1).length(); | |
| const scaleZ = 1 / _v1.setFromMatrixColumn(m, 2).length(); | |
| te[0] = me[0] * scaleX; | |
| te[1] = me[1] * scaleX; | |
| te[2] = me[2] * scaleX; | |
| te[3] = 0; | |
| te[4] = me[4] * scaleY; | |
| te[5] = me[5] * scaleY; | |
| te[6] = me[6] * scaleY; | |
| te[7] = 0; | |
| te[8] = me[8] * scaleZ; | |
| te[9] = me[9] * scaleZ; | |
| te[10] = me[10] * scaleZ; | |
| te[11] = 0; | |
| te[12] = 0; | |
| te[13] = 0; | |
| te[14] = 0; | |
| te[15] = 1; | |
| return this; | |
| } | |
| makeRotationFromEuler(euler) { | |
| if (!(euler && euler.isEuler)) { | |
| console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.'); | |
| } | |
| const te = this.elements; | |
| const x = euler.x, | |
| y = euler.y, | |
| z = euler.z; | |
| const a = Math.cos(x), | |
| b = Math.sin(x); | |
| const c = Math.cos(y), | |
| d = Math.sin(y); | |
| const e = Math.cos(z), | |
| f = Math.sin(z); | |
| if (euler.order === 'XYZ') { | |
| const 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') { | |
| const 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') { | |
| const 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') { | |
| const 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') { | |
| const 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') { | |
| const 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; | |
| } | |
| // bottom row | |
| te[3] = 0; | |
| te[7] = 0; | |
| te[11] = 0; | |
| // last column | |
| te[12] = 0; | |
| te[13] = 0; | |
| te[14] = 0; | |
| te[15] = 1; | |
| return this; | |
| } | |
| makeRotationFromQuaternion(q) { | |
| return this.compose(_zero, q, _one); | |
| } | |
| lookAt(eye, target, up) { | |
| const te = this.elements; | |
| _z.subVectors(eye, target); | |
| if (_z.lengthSq() === 0) { | |
| // eye and target are in the same position | |
| _z.z = 1; | |
| } | |
| _z.normalize(); | |
| _x.crossVectors(up, _z); | |
| if (_x.lengthSq() === 0) { | |
| // up and z are parallel | |
| if (Math.abs(up.z) === 1) { | |
| _z.x += 0.0001; | |
| } else { | |
| _z.z += 0.0001; | |
| } | |
| _z.normalize(); | |
| _x.crossVectors(up, _z); | |
| } | |
| _x.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(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); | |
| } | |
| premultiply(m) { | |
| return this.multiplyMatrices(m, this); | |
| } | |
| multiplyMatrices(a, b) { | |
| const ae = a.elements; | |
| const be = b.elements; | |
| const te = this.elements; | |
| const a11 = ae[0], | |
| a12 = ae[4], | |
| a13 = ae[8], | |
| a14 = ae[12]; | |
| const a21 = ae[1], | |
| a22 = ae[5], | |
| a23 = ae[9], | |
| a24 = ae[13]; | |
| const a31 = ae[2], | |
| a32 = ae[6], | |
| a33 = ae[10], | |
| a34 = ae[14]; | |
| const a41 = ae[3], | |
| a42 = ae[7], | |
| a43 = ae[11], | |
| a44 = ae[15]; | |
| const b11 = be[0], | |
| b12 = be[4], | |
| b13 = be[8], | |
| b14 = be[12]; | |
| const b21 = be[1], | |
| b22 = be[5], | |
| b23 = be[9], | |
| b24 = be[13]; | |
| const b31 = be[2], | |
| b32 = be[6], | |
| b33 = be[10], | |
| b34 = be[14]; | |
| const 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; | |
| } | |
| multiplyScalar(s) { | |
| const 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; | |
| } | |
| determinant() { | |
| const te = this.elements; | |
| const n11 = te[0], | |
| n12 = te[4], | |
| n13 = te[8], | |
| n14 = te[12]; | |
| const n21 = te[1], | |
| n22 = te[5], | |
| n23 = te[9], | |
| n24 = te[13]; | |
| const n31 = te[2], | |
| n32 = te[6], | |
| n33 = te[10], | |
| n34 = te[14]; | |
| const 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() { | |
| const te = this.elements; | |
| let 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; | |
| } | |
| setPosition(x, y, z) { | |
| const te = this.elements; | |
| if (x.isVector3) { | |
| te[12] = x.x; | |
| te[13] = x.y; | |
| te[14] = x.z; | |
| } else { | |
| te[12] = x; | |
| te[13] = y; | |
| te[14] = z; | |
| } | |
| return this; | |
| } | |
| invert() { | |
| // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm | |
| const te = this.elements, | |
| n11 = te[0], | |
| n21 = te[1], | |
| n31 = te[2], | |
| n41 = te[3], | |
| n12 = te[4], | |
| n22 = te[5], | |
| n32 = te[6], | |
| n42 = te[7], | |
| n13 = te[8], | |
| n23 = te[9], | |
| n33 = te[10], | |
| n43 = te[11], | |
| n14 = te[12], | |
| n24 = te[13], | |
| n34 = te[14], | |
| n44 = te[15], | |
| t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, | |
| t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, | |
| t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, | |
| t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; | |
| const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; | |
| if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); | |
| const detInv = 1 / det; | |
| te[0] = t11 * detInv; | |
| te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv; | |
| te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv; | |
| te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv; | |
| te[4] = t12 * detInv; | |
| te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv; | |
| te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv; | |
| te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv; | |
| te[8] = t13 * detInv; | |
| te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv; | |
| te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv; | |
| te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv; | |
| te[12] = t14 * detInv; | |
| te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv; | |
| te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv; | |
| te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv; | |
| return this; | |
| } | |
| scale(v) { | |
| const te = this.elements; | |
| const 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() { | |
| const te = this.elements; | |
| const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; | |
| const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; | |
| const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; | |
| return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq)); | |
| } | |
| makeTranslation(x, y, z) { | |
| this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); | |
| return this; | |
| } | |
| makeRotationX(theta) { | |
| const 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(theta) { | |
| const 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(theta) { | |
| const 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(axis, angle) { | |
| // Based on http://www.gamedev.net/reference/articles/article1199.asp | |
| const c = Math.cos(angle); | |
| const s = Math.sin(angle); | |
| const t = 1 - c; | |
| const x = axis.x, | |
| y = axis.y, | |
| z = axis.z; | |
| const 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(x, y, z) { | |
| this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); | |
| return this; | |
| } | |
| makeShear(xy, xz, yx, yz, zx, zy) { | |
| this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1); | |
| return this; | |
| } | |
| compose(position, quaternion, scale) { | |
| const te = this.elements; | |
| const x = quaternion._x, | |
| y = quaternion._y, | |
| z = quaternion._z, | |
| w = quaternion._w; | |
| const x2 = x + x, | |
| y2 = y + y, | |
| z2 = z + z; | |
| const xx = x * x2, | |
| xy = x * y2, | |
| xz = x * z2; | |
| const yy = y * y2, | |
| yz = y * z2, | |
| zz = z * z2; | |
| const wx = w * x2, | |
| wy = w * y2, | |
| wz = w * z2; | |
| const sx = scale.x, | |
| sy = scale.y, | |
| sz = scale.z; | |
| te[0] = (1 - (yy + zz)) * sx; | |
| te[1] = (xy + wz) * sx; | |
| te[2] = (xz - wy) * sx; | |
| te[3] = 0; | |
| te[4] = (xy - wz) * sy; | |
| te[5] = (1 - (xx + zz)) * sy; | |
| te[6] = (yz + wx) * sy; | |
| te[7] = 0; | |
| te[8] = (xz + wy) * sz; | |
| te[9] = (yz - wx) * sz; | |
| te[10] = (1 - (xx + yy)) * sz; | |
| te[11] = 0; | |
| te[12] = position.x; | |
| te[13] = position.y; | |
| te[14] = position.z; | |
| te[15] = 1; | |
| return this; | |
| } | |
| decompose(position, quaternion, scale) { | |
| const te = this.elements; | |
| let sx = _v1.set(te[0], te[1], te[2]).length(); | |
| const sy = _v1.set(te[4], te[5], te[6]).length(); | |
| const sz = _v1.set(te[8], te[9], te[10]).length(); | |
| // if determine is negative, we need to invert one scale | |
| const det = this.determinant(); | |
| if (det < 0) sx = -sx; | |
| position.x = te[12]; | |
| position.y = te[13]; | |
| position.z = te[14]; | |
| // scale the rotation part | |
| _m1.copy(this); | |
| const invSX = 1 / sx; | |
| const invSY = 1 / sy; | |
| const invSZ = 1 / sz; | |
| _m1.elements[0] *= invSX; | |
| _m1.elements[1] *= invSX; | |
| _m1.elements[2] *= invSX; | |
| _m1.elements[4] *= invSY; | |
| _m1.elements[5] *= invSY; | |
| _m1.elements[6] *= invSY; | |
| _m1.elements[8] *= invSZ; | |
| _m1.elements[9] *= invSZ; | |
| _m1.elements[10] *= invSZ; | |
| quaternion.setFromRotationMatrix(_m1); | |
| scale.x = sx; | |
| scale.y = sy; | |
| scale.z = sz; | |
| return this; | |
| } | |
| makePerspective(left, right, top, bottom, near, far) { | |
| if (far === undefined) { | |
| console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.'); | |
| } | |
| const te = this.elements; | |
| const x = (2 * near) / (right - left); | |
| const y = (2 * near) / (top - bottom); | |
| const a = (right + left) / (right - left); | |
| const b = (top + bottom) / (top - bottom); | |
| const c = -(far + near) / (far - near); | |
| const 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; | |
| } | |
| makeOrthographic(left, right, top, bottom, near, far) { | |
| const te = this.elements; | |
| const w = 1.0 / (right - left); | |
| const h = 1.0 / (top - bottom); | |
| const p = 1.0 / (far - near); | |
| const x = (right + left) * w; | |
| const y = (top + bottom) * h; | |
| const 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(matrix) { | |
| const te = this.elements; | |
| const me = matrix.elements; | |
| for (let i = 0; i < 16; i++) { | |
| if (te[i] !== me[i]) return false; | |
| } | |
| return true; | |
| } | |
| fromArray(array, offset = 0) { | |
| for (let i = 0; i < 16; i++) { | |
| this.elements[i] = array[i + offset]; | |
| } | |
| return this; | |
| } | |
| toArray(array = [], offset = 0) { | |
| const 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; | |
| } | |
| } | |
| Matrix4.prototype.isMatrix4 = true; | |
| const _v1 = /*@__PURE__*/ new Vector3(); | |
| const _m1 = /*@__PURE__*/ new Matrix4(); | |
| const _zero = /*@__PURE__*/ new Vector3(0, 0, 0); | |
| const _one = /*@__PURE__*/ new Vector3(1, 1, 1); | |
| const _x = /*@__PURE__*/ new Vector3(); | |
| const _y = /*@__PURE__*/ new Vector3(); | |
| const _z = /*@__PURE__*/ new Vector3(); | |
| export { Matrix4 }; | |