import { Vector3 } from './Vector3'; import { Euler } from './Euler'; import { Quaternion } from './Quaternion'; import { Matrix, Matrix3 } from './Matrix3'; export type Matrix4Tuple = [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]; /** * A 4x4 Matrix. * * @example * // Simple rig for rotating around 3 axes * const m = new THREE.Matrix4(); * const m1 = new THREE.Matrix4(); * const m2 = new THREE.Matrix4(); * const m3 = new THREE.Matrix4(); * const alpha = 0; * const beta = Math.PI; * const gamma = Math.PI/2; * m1.makeRotationX( alpha ); * m2.makeRotationY( beta ); * m3.makeRotationZ( gamma ); * m.multiplyMatrices( m1, m2 ); * m.multiply( m3 ); */ export class Matrix4 implements Matrix { constructor(); /** * Array with matrix values. * @default [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] */ elements: number[]; /** * Sets all fields of this matrix. */ set( n11: number, n12: number, n13: number, n14: number, n21: number, n22: number, n23: number, n24: number, n31: number, n32: number, n33: number, n34: number, n41: number, n42: number, n43: number, n44: number ): Matrix4; /** * Resets this matrix to identity. */ identity(): Matrix4; clone(): Matrix4; copy(m: Matrix4): this; copyPosition(m: Matrix4): Matrix4; extractBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4; makeBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4; /** * Copies the rotation component of the supplied matrix m into this matrix rotation component. */ extractRotation(m: Matrix4): Matrix4; makeRotationFromEuler(euler: Euler): Matrix4; makeRotationFromQuaternion(q: Quaternion): Matrix4; /** * Constructs a rotation matrix, looking from eye towards center with defined up vector. */ lookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix4; /** * Multiplies this matrix by m. */ multiply(m: Matrix4): Matrix4; premultiply(m: Matrix4): Matrix4; /** * Sets this matrix to a x b. */ multiplyMatrices(a: Matrix4, b: Matrix4): Matrix4; /** * Sets this matrix to a x b and stores the result into the flat array r. * r can be either a regular Array or a TypedArray. * * @deprecated This method has been removed completely. */ multiplyToArray(a: Matrix4, b: Matrix4, r: number[]): Matrix4; /** * Multiplies this matrix by s. */ multiplyScalar(s: number): Matrix4; /** * Computes determinant of this matrix. * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm */ determinant(): number; /** * Transposes this matrix. */ transpose(): Matrix4; /** * Sets the position component for this matrix from vector v. */ setPosition(v: Vector3 | number, y?: number, z?: number): Matrix4; /** * Inverts this matrix. */ invert(): Matrix4; /** * Multiplies the columns of this matrix by vector v. */ scale(v: Vector3): Matrix4; getMaxScaleOnAxis(): number; /** * Sets this matrix as translation transform. */ makeTranslation(x: number, y: number, z: number): Matrix4; /** * Sets this matrix as rotation transform around x axis by theta radians. * * @param theta Rotation angle in radians. */ makeRotationX(theta: number): Matrix4; /** * Sets this matrix as rotation transform around y axis by theta radians. * * @param theta Rotation angle in radians. */ makeRotationY(theta: number): Matrix4; /** * Sets this matrix as rotation transform around z axis by theta radians. * * @param theta Rotation angle in radians. */ makeRotationZ(theta: number): Matrix4; /** * Sets this matrix as rotation transform around axis by angle radians. * Based on http://www.gamedev.net/reference/articles/article1199.asp. * * @param axis Rotation axis. * @param theta Rotation angle in radians. */ makeRotationAxis(axis: Vector3, angle: number): Matrix4; /** * Sets this matrix as scale transform. */ makeScale(x: number, y: number, z: number): Matrix4; /** * Sets this matrix as shear transform. */ makeShear(xy: number, xz: number, yx: number, yz: number, zx: number, zy: number): Matrix4; /** * Sets this matrix to the transformation composed of translation, rotation and scale. */ compose(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4; /** * Decomposes this matrix into it's position, quaternion and scale components. */ decompose(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4; /** * Creates a frustum matrix. */ makePerspective(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4; /** * Creates a perspective projection matrix. */ makePerspective(fov: number, aspect: number, near: number, far: number): Matrix4; /** * Creates an orthographic projection matrix. */ makeOrthographic(left: number, right: number, top: number, bottom: number, near: number, far: number): Matrix4; equals(matrix: Matrix4): boolean; /** * Sets the values of this matrix from the provided array or array-like. * @param array the source array or array-like. * @param offset (optional) offset into the array-like. Default is 0. */ fromArray(array: number[] | ArrayLike, offset?: number): Matrix4; /** * Returns an array with the values of this matrix, or copies them into the provided array. * @param array (optional) array to store the matrix to. If this is not provided, a new array will be created. * @param offset (optional) optional offset into the array. * @return The created or provided array. */ toArray(array?: number[], offset?: number): number[]; toArray(array?: Matrix4Tuple, offset?: 0): Matrix4Tuple; /** * Copies he values of this matrix into the provided array-like. * @param array array-like to store the matrix to. * @param offset (optional) optional offset into the array-like. * @return The provided array-like. */ toArray(array?: ArrayLike, offset?: number): ArrayLike; /** * Set the upper 3x3 elements of this matrix to the values of the Matrix3 m. */ setFromMatrix3(m: Matrix3): Matrix4; /** * @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead. */ extractPosition(m: Matrix4): Matrix4; /** * @deprecated Use {@link Matrix4#makeRotationFromQuaternion .makeRotationFromQuaternion()} instead. */ setRotationFromQuaternion(q: Quaternion): Matrix4; /** * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead. */ multiplyVector3(v: any): any; /** * @deprecated Use {@link Vector4#applyMatrix4 vector.applyMatrix4( matrix )} instead. */ multiplyVector4(v: any): any; /** * @deprecated This method has been removed completely. */ multiplyVector3Array(array: number[]): number[]; /** * @deprecated Use {@link Vector3#transformDirection Vector3.transformDirection( matrix )} instead. */ rotateAxis(v: any): void; /** * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead. */ crossVector(v: any): void; /** * @deprecated Use {@link Matrix4#toArray .toArray()} instead. */ flattenToArrayOffset(array: number[], offset: number): number[]; /** * @deprecated Use {@link Matrix4#invert .invert()} instead. */ getInverse(matrix: Matrix): Matrix; }