Matrix4.js 22.7 KB
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/**
 * @author mr.doob / http://mrdoob.com/
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 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
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 * @author jordi_ros / http://plattsoft.com
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 * @author D1plo1d / http://github.com/D1plo1d
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 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
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 * @author timknip / http://www.floorplanner.com/
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 */

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THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

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    this.elements = new Float32Array(16);

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	this.set(

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		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
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	);
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};
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THREE.Matrix4.prototype = {
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	constructor: THREE.Matrix4,

	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
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        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;
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		return this;

	},

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	identity: function () {
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		this.set(

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);
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		return this;

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	},
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	copy: function ( m ) {
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        var me = m.elements;
        
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		this.set(

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			me[0], me[4], me[8], me[12],
			me[1], me[5], me[9], me[13],
			me[2], me[6], me[10], me[14],
			me[3], me[7], me[11], me[15]
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		);
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		return this;

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	},

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	lookAt: function ( eye, target, up ) {
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        var te = this.elements;
        
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		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;
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		z.sub( eye, target ).normalize();
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		if ( z.length() === 0 ) {
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			z.z = 1;
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		}
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		x.cross( up, z ).normalize();
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		if ( x.length() === 0 ) {
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			z.x += 0.0001;
			x.cross( up, z ).normalize();
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		}

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		y.cross( z, x );
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		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;
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		return this;

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	},
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	multiply: function ( a, b ) {
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        var ae = a.elements,
            be = b.elements,
            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;
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		return this;

	},

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	multiplySelf: function ( m ) {

		return this.multiply( this, m );

	},

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	multiplyToArray: function ( a, b, r ) {
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        var te = this.elements;
        
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		this.multiply( a, b );
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		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];
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		return this;
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	},
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	multiplyScalar: function ( s ) {
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        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;
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		return this;

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	},

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	multiplyVector3: function ( v ) {
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        var te = this.elements;
        
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		var vx = v.x, vy = v.y, vz = v.z;
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		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
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		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
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		return v;

	},

	multiplyVector4: function ( v ) {
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        var te = this.elements;
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		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;

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		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
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		return v;

	},

	rotateAxis: function ( v ) {
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        var te = this.elements;
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		var vx = v.x, vy = v.y, vz = v.z;

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		v.x = vx * te[0] + vy * te[4] + vz * te[8];
		v.y = vx * te[1] + vy * te[5] + vz * te[9];
		v.z = vx * te[2] + vy * te[6] + vz * te[10];
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		v.normalize();

		return v;

	},

	crossVector: function ( a ) {
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        var te = this.elements;
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		var v = new THREE.Vector4();

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		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
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		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
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		return v;

	},

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	determinant: function () {
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        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];
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		//TODO: make this more efficient
		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
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		return (
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			n14 * n23 * n32 * n41-
			n13 * n24 * n32 * n41-
			n14 * n22 * n33 * n41+
			n12 * n24 * n33 * n41+

			n13 * n22 * n34 * n41-
			n12 * n23 * n34 * n41-
			n14 * n23 * n31 * n42+
			n13 * n24 * n31 * n42+

			n14 * n21 * n33 * n42-
			n11 * n24 * n33 * n42-
			n13 * n21 * n34 * n42+
			n11 * n23 * n34 * n42+

			n14 * n22 * n31 * n43-
			n12 * n24 * n31 * n43-
			n14 * n21 * n32 * n43+
			n11 * n24 * n32 * n43+

			n12 * n21 * n34 * n43-
			n11 * n22 * n34 * n43-
			n13 * n22 * n31 * n44+
			n12 * n23 * n31 * n44+

			n13 * n21 * n32 * n44-
			n11 * n23 * n32 * n44-
			n12 * n21 * n33 * n44+
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			n11 * n22 * n33 * n44
		);
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	},
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	transpose: function () {
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        var te = this.elements;
        
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		var tmp;
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		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;
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		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;
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		return this;

	},

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	flattenToArray: function ( flat ) {
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        var te = this.elements;
		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
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		return flat;
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	},
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	flattenToArrayOffset: function( flat, offset ) {
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        var te = this.elements;
		flat[ offset ] = te[0];
		flat[ offset + 1 ] = te[1];
		flat[ offset + 2 ] = te[2];
		flat[ offset + 3 ] = te[3];
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		flat[ offset + 4 ] = te[4];
		flat[ offset + 5 ] = te[5];
		flat[ offset + 6 ] = te[6];
		flat[ offset + 7 ] = te[7];
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		flat[ offset + 8 ]  = te[8];
		flat[ offset + 9 ]  = te[9];
		flat[ offset + 10 ] = te[10];
		flat[ offset + 11 ] = te[11];
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		flat[ offset + 12 ] = te[12];
		flat[ offset + 13 ] = te[13];
		flat[ offset + 14 ] = te[14];
		flat[ offset + 15 ] = te[15];
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		return flat;

	},

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	getPosition: function () {
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        var te = this.elements;
        
		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
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	},

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	setPosition: function ( v ) {
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        var te = this.elements;
		te[12] = v.x;
		te[13] = v.y;
		te[14] = v.z;
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		return this;
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	},
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	getColumnX: function () {
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        var te = this.elements;
		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
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	},

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	getColumnY: function () {
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        var te = this.elements;
		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
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	},

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	getColumnZ: function() {
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        var te = this.elements;
		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
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	},
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	getInverse: function ( m ) {
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		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
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        var te = this.elements;
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        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];
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		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;
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		this.multiplyScalar( 1 / m.determinant() );

		return this;
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	},
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	setRotationFromEuler: function( v, order ) {
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        var te = this.elements;
        
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		var x = v.x, y = v.y, z = v.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 );
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		switch ( order ) {
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			case 'YXZ':
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				var ce = c * e, cf = c * f, de = d * e, df = d * f;
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				te[0] = ce + df * b;
				te[4] = de * b - cf;
				te[8] = a * d;
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				te[1] = a * f;
				te[5] = a * e;
				te[9] = - b;
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				te[2] = cf * b - de;
				te[6] = df + ce * b;
				te[10] = a * c;
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				break;

			case 'ZXY':
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				var ce = c * e, cf = c * f, de = d * e, df = d * f;

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				te[0] = ce - df * b;
				te[4] = - a * f;
				te[8] = de + cf * b;
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				te[1] = cf + de * b;
				te[5] = a * e;
				te[9] = df - ce * b;
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				te[2] = - a * d;
				te[6] = b;
				te[10] = a * c;
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				break;

			case 'ZYX':
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				var ae = a * e, af = a * f, be = b * e, bf = b * f;

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				te[0] = c * e;
				te[4] = be * d - af;
				te[8] = ae * d + bf;
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				te[1] = c * f;
				te[5] = bf * d + ae;
				te[9] = af * d - be;
467

468 469 470
				te[2] = - d;
				te[6] = b * c;
				te[10] = a * c;
471 472 473
				break;

			case 'YZX':
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474

475 476
				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

477 478 479
				te[0] = c * e;
				te[4] = bd - ac * f;
				te[8] = bc * f + ad;
480

481 482 483
				te[1] = f;
				te[5] = a * e;
				te[9] = - b * e;
484

485 486 487
				te[2] = - d * e;
				te[6] = ad * f + bc;
				te[10] = ac - bd * f;
488 489 490
				break;

			case 'XZY':
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491

492 493
				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

494 495 496
				te[0] = c * e;
				te[4] = - f;
				te[8] = d * e;
497

498 499 500
				te[1] = ac * f + bd;
				te[5] = a * e;
				te[9] = ad * f - bc;
501

502 503 504
				te[2] = bc * f - ad;
				te[6] = b * e;
				te[10] = bd * f + ac;
505 506 507
				break;

			default: // 'XYZ'
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508

509 510
				var ae = a * e, af = a * f, be = b * e, bf = b * f;

511 512 513
				te[0] = c * e;
				te[4] = - c * f;
				te[8] = d;
514

515 516 517
				te[1] = af + be * d;
				te[5] = ae - bf * d;
				te[9] = - b * c;
518

519 520 521
				te[2] = bf - ae * d;
				te[6] = be + af * d;
				te[10] = a * c;
522
				break;
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523

524
		}
525

526 527
		return this;

528 529
	},

530

531
	setRotationFromQuaternion: function( q ) {
532 533
        var te = this.elements;
        
534 535 536 537 538
		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;
539

540 541 542
		te[0] = 1 - ( yy + zz );
		te[4] = xy - wz;
		te[8] = xz + wy;
543

544 545 546
		te[1] = xy + wz;
		te[5] = 1 - ( xx + zz );
		te[9] = yz - wx;
547

548 549 550
		te[2] = xz - wy;
		te[6] = yz + wx;
		te[10] = 1 - ( xx + yy );
551

552 553
		return this;

554
	},
555

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556
	compose: function ( translation, rotation, scale ) {
557
        var te = this.elements;
558 559 560 561 562 563
		var mRotation = THREE.Matrix4.__m1;
		var mScale = THREE.Matrix4.__m2;

		mRotation.identity();
		mRotation.setRotationFromQuaternion( rotation );

564
		mScale.makeScale( scale.x, scale.y, scale.z );
565 566 567

		this.multiply( mRotation, mScale );

568 569 570
		te[12] = translation.x;
		te[13] = translation.y;
		te[14] = translation.z;
571

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572
		return this;
573

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574
	},
575

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576
	decompose: function ( translation, rotation, scale ) {
577 578

		// grab the axis vectors
579
        var te = this.elements;
580 581 582 583
		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;

584 585 586
		x.set( te[0], te[1], te[2] );
		y.set( te[4], te[5], te[6] );
		z.set( te[8], te[9], te[10] );
587 588 589 590 591

		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();

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592 593 594
		scale.x = x.length();
		scale.y = y.length();
		scale.z = z.length();
595

596 597 598
		translation.x = te[12];
		translation.y = te[13];
		translation.z = te[14];
599

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600
		// scale the rotation part
601 602 603 604 605

		var matrix = THREE.Matrix4.__m1;

		matrix.copy( this );

606 607 608
		matrix.elements[0] /= scale.x;
		matrix.elements[1] /= scale.x;
		matrix.elements[2] /= scale.x;
609

610 611 612
		matrix.elements[4] /= scale.y;
		matrix.elements[5] /= scale.y;
		matrix.elements[6] /= scale.y;
613

614 615 616
		matrix.elements[8] /= scale.z;
		matrix.elements[9] /= scale.z;
		matrix.elements[10] /= scale.z;
617 618 619 620 621

		rotation.setFromRotationMatrix( matrix );

		return [ translation, rotation, scale ];

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622 623
	},

624
	extractPosition: function ( m ) {
625
        var te = this.elements;
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626 627 628 629
        var me = m.elements;
		te[12] = me[12];
		te[13] = me[13];
		te[14] = me[14];
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630

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631 632
		return this;

633
	},
634

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635
	extractRotation: function ( m ) {
636
        var te = this.elements;
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637
        var me = m.elements;
638
        
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639
		var vector = THREE.Matrix4.__v1;
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640

I
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641 642 643
		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
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644

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645 646 647
		te[0] = me[0] * scaleX;
		te[1] = me[1] * scaleX;
		te[2] = me[2] * scaleX;
648

I
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649 650 651
		te[4] = me[4] * scaleY;
		te[5] = me[5] * scaleY;
		te[6] = me[6] * scaleY;
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Mr.doob 已提交
652

I
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653 654 655
		te[8] = me[8] * scaleZ;
		te[9] = me[9] * scaleZ;
		te[10] = me[10] * scaleZ;
M
Mr.doob 已提交
656 657

		return this;
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658

659 660
	},

661
	//
662

663
	translate: function ( v ) {
664
        var te = this.elements;
665
		var x = v.x, y = v.y, z = v.z;
666

667 668 669 670
		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
671 672 673 674 675 676

		return this;

	},

	rotateX: function ( angle ) {
677 678 679 680 681 682 683 684 685
        var te = this.elements;
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
686 687
		var c = Math.cos( angle );
		var s = Math.sin( angle );
688

689 690 691 692
		te[4] = c * m12 + s * m13;
		te[5] = c * m22 + s * m23;
		te[6] = c * m32 + s * m33;
		te[7] = c * m42 + s * m43;
693

694 695 696 697
		te[8] = c * m13 - s * m12;
		te[9] = c * m23 - s * m22;
		te[10] = c * m33 - s * m32;
		te[11] = c * m43 - s * m42;
698 699 700 701 702 703

		return this;

  	},

	rotateY: function ( angle ) {
704 705 706 707 708 709 710 711 712
        var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
713 714
		var c = Math.cos( angle );
		var s = Math.sin( angle );
715

716 717 718 719
		te[0] = c * m11 - s * m13;
		te[1] = c * m21 - s * m23;
		te[2] = c * m31 - s * m33;
		te[3] = c * m41 - s * m43;
720

721 722 723 724
		te[8] = c * m13 + s * m11;
		te[9] = c * m23 + s * m21;
		te[10] = c * m33 + s * m31;
		te[11] = c * m43 + s * m41;
725 726 727 728 729 730

		return this;

	},

	rotateZ: function ( angle ) {
731 732 733 734 735 736 737 738 739
        var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
740 741
		var c = Math.cos( angle );
		var s = Math.sin( angle );
742

743 744 745 746
		te[0] = c * m11 + s * m12;
		te[1] = c * m21 + s * m22;
		te[2] = c * m31 + s * m32;
		te[3] = c * m41 + s * m42;
747

748 749 750 751
		te[4] = c * m12 - s * m11;
		te[5] = c * m22 - s * m21;
		te[6] = c * m32 - s * m31;
		te[7] = c * m42 - s * m41;
752 753 754 755 756

		return this;

	},

757
	rotateByAxis: function ( axis, angle ) {
758
        var te = this.elements;
759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774
		// optimize by checking axis

		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {

			return this.rotateX( angle );

		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {

			return this.rotateY( angle );

		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {

			return this.rotateZ( angle );

		}

775 776
		var x = axis.x, y = axis.y, z = axis.z;
		var n = Math.sqrt(x * x + y * y + z * z);
777 778 779 780 781

		x /= n;
		y /= n;
		z /= n;

782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802
		var xx = x * x, yy = y * y, zz = z * z;
		var c = Math.cos( angle );
		var s = Math.sin( angle );
		var oneMinusCosine = 1 - c;
		var xy = x * y * oneMinusCosine;
		var xz = x * z * oneMinusCosine;
		var yz = y * z * oneMinusCosine;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;

		var r11 = xx + (1 - xx) * c;
		var r21 = xy + zs;
		var r31 = xz - ys;
		var r12 = xy - zs;
		var r22 = yy + (1 - yy) * c;
		var r32 = yz + xs;
		var r13 = xz + ys;
		var r23 = yz - xs;
		var r33 = zz + (1 - zz) * c;

803 804 805 806
		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
807

808 809 810 811
		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
812

813 814 815 816
		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
817

818 819 820 821
		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
822 823 824 825 826 827

		return this;

	},

	scale: function ( v ) {
828
        var te = this.elements;
829 830
		var x = v.x, y = v.y, z = v.z;

831 832 833 834
		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;
835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911

		return this;

	},

	//

	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

912 913 914 915 916
		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;
917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946

		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;

	},

	makeFrustum: function ( left, right, bottom, top, near, far ) {
947
        var te = this.elements;
948 949 950 951 952 953 954 955
		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 );

956 957 958 959
		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;
960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976

		return this;

	},

	makePerspective: function ( fov, aspect, near, far ) {

		var ymax = near * Math.tan( fov * Math.PI / 360 );
		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 ) {
977
        var te = this.elements;
978 979 980 981 982 983 984 985
		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;

986 987 988 989
		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;
990 991 992

		return this;

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Mr.doob 已提交
993 994
	},

995

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996
	clone: function () {
997
        var te = this.elements;
M
Mr.doob 已提交
998
		return new THREE.Matrix4(
999

1000 1001 1002 1003
			te[0], te[4], te[8], te[12],
			te[1], te[5], te[9], te[13],
			te[2], te[6], te[10], te[14],
			te[3], te[7], te[11], te[15]
1004

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1005 1006
		);

1007
	}
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philogb 已提交
1008 1009 1010

};

1011 1012 1013
THREE.Matrix4.__v1 = new THREE.Vector3();
THREE.Matrix4.__v2 = new THREE.Vector3();
THREE.Matrix4.__v3 = new THREE.Vector3();
1014 1015 1016

THREE.Matrix4.__m1 = new THREE.Matrix4();
THREE.Matrix4.__m2 = new THREE.Matrix4();