提交 081a1fd6 编写于 作者: M Mr.doob

Renamed .multiplyMatrix* to .applyMatrix* and .multiplyQuaternion to...

Renamed .multiplyMatrix* to .applyMatrix* and .multiplyQuaternion to .applyQuaternion as suggested by @WestLangley in #2860.
上级 f47528f1
......@@ -173,7 +173,7 @@
} else {
var normal = interect.face.normal.clone();
normal.multiplyMatrix4( interect.object.matrixRotationWorld );
normal.applyMatrix4( interect.object.matrixRotationWorld );
var position = new THREE.Vector3().add( interect.point, normal );
......
......@@ -135,10 +135,10 @@ THREE.TrackballControls = function ( object, domElement ) {
quaternion.setFromAxisAngle( axis, -angle );
_eye.multiplyQuaternion( quaternion );
_this.object.up.multiplyQuaternion( quaternion );
_eye.applyQuaternion( quaternion );
_this.object.up.applyQuaternion( quaternion );
_rotateEnd.multiplyQuaternion( quaternion );
_rotateEnd.applyQuaternion( quaternion );
if ( _this.staticMoving ) {
......@@ -147,7 +147,7 @@ THREE.TrackballControls = function ( object, domElement ) {
} else {
quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) );
_rotateStart.multiplyQuaternion( quaternion );
_rotateStart.applyQuaternion( quaternion );
}
......
......@@ -444,7 +444,7 @@ THREE.ColladaLoader = function () {
for ( var i = 0; i < geometry.vertices.length; i ++ ) {
geometry.vertices[ i ].multiplyMatrix4( skin.bindShapeMatrix );
geometry.vertices[ i ].applyMatrix4( skin.bindShapeMatrix );
}
......@@ -575,7 +575,7 @@ THREE.ColladaLoader = function () {
for ( i = 0; i < geometry.vertices.length; i ++ ) {
geometry.vertices[i].multiplyMatrix4( skinController.skin.bindShapeMatrix );
geometry.vertices[i].applyMatrix4( skinController.skin.bindShapeMatrix );
}
......@@ -619,7 +619,7 @@ THREE.ColladaLoader = function () {
v.y = o.y;
v.z = o.z;
v.multiplyMatrix4( bones[i].skinningMatrix );
v.applyMatrix4( bones[i].skinningMatrix );
s.x += (v.x * weight);
s.y += (v.y * weight);
......@@ -850,7 +850,7 @@ THREE.ColladaLoader = function () {
var delta = THREE.GeometryUtils.center( obj.geometry );
delta.multiplySelf( obj.scale );
delta.multiplyQuaternion( obj.quaternion );
delta.applyQuaternion( obj.quaternion );
obj.position.subSelf( delta );
......
......@@ -330,7 +330,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
uniforms[ "lightRadius" ].value = distance;
positionVS.copy( light.matrixWorld.getPosition() );
positionVS.multiplyMatrix4( camera.matrixWorldInverse );
positionVS.applyMatrix4( camera.matrixWorldInverse );
uniforms[ "lightPositionVS" ].value.copy( positionVS );
......@@ -422,7 +422,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
var modelMatrix = light.matrixWorld;
positionVS.copy( modelMatrix.getPosition() );
positionVS.multiplyMatrix4( viewMatrix );
positionVS.applyMatrix4( viewMatrix );
directionVS.copy( modelMatrix.getPosition() );
directionVS.subSelf( light.target.matrixWorld.getPosition() );
......@@ -630,7 +630,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
var viewMatrix = camera.matrixWorldInverse;
positionVS.copy( modelMatrix.getPosition() );
positionVS.multiplyMatrix4( viewMatrix );
positionVS.applyMatrix4( viewMatrix );
uniforms[ "lightPositionVS" ].value.copy( positionVS );
......
......@@ -174,7 +174,7 @@
function setVoxelPosition( intersector ) {
tmpVec.copy( intersector.face.normal );
tmpVec.multiplyMatrix4( intersector.object.matrixRotationWorld );
tmpVec.applyMatrix4( intersector.object.matrixRotationWorld );
voxelPosition.add( intersector.point, tmpVec );
......
......@@ -175,8 +175,8 @@
light.right.set( 1, 0, 0 );
light.normal.set( 0, -1, 0 );
light.right.multiplyMatrix4( matrix );
light.normal.multiplyMatrix4( matrix );
light.right.applyMatrix4( matrix );
light.normal.applyMatrix4( matrix );
}
......
......@@ -65,22 +65,22 @@ THREE.Geometry.prototype = {
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
var vertex = this.vertices[ i ];
vertex.multiplyMatrix4( matrix );
vertex.applyMatrix4( matrix );
}
for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
var face = this.faces[ i ];
face.normal.multiplyMatrix3( normalMatrix ).normalize();
face.normal.applyMatrix3( normalMatrix ).normalize();
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
face.vertexNormals[ j ].multiplyMatrix3( normalMatrix ).normalize();
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
}
face.centroid.multiplyMatrix4( matrix );
face.centroid.applyMatrix4( matrix );
}
......
......@@ -91,13 +91,13 @@ THREE.Object3D.prototype = {
localToWorld: function ( vector ) {
return vector.multiplyMatrix4( this.matrixWorld );
return vector.applyMatrix4( this.matrixWorld );
},
worldToLocal: function ( vector ) {
return vector.multiplyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
return vector.applyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
},
......
......@@ -42,7 +42,7 @@ THREE.Projector = function() {
_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
return vector.multiplyMatrix4( _viewProjectionMatrix );
return vector.applyMatrix4( _viewProjectionMatrix );
};
......@@ -52,7 +52,7 @@ THREE.Projector = function() {
_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
return vector.multiplyMatrix4( _viewProjectionMatrix );
return vector.applyMatrix4( _viewProjectionMatrix );
};
......@@ -106,7 +106,7 @@ THREE.Projector = function() {
} else {
_vector3.copy( object.matrixWorld.getPosition() );
_vector3.multiplyMatrix4( _viewProjectionMatrix );
_vector3.applyMatrix4( _viewProjectionMatrix );
_object.z = _vector3.z;
}
......@@ -129,7 +129,7 @@ THREE.Projector = function() {
} else {
_vector3.copy( object.matrixWorld.getPosition() );
_vector3.multiplyMatrix4( _viewProjectionMatrix );
_vector3.applyMatrix4( _viewProjectionMatrix );
_object.z = _vector3.z;
}
......@@ -148,7 +148,7 @@ THREE.Projector = function() {
} else {
_vector3.copy( object.matrixWorld.getPosition() );
_vector3.multiplyMatrix4( _viewProjectionMatrix );
_vector3.applyMatrix4( _viewProjectionMatrix );
_object.z = _vector3.z;
}
......@@ -227,10 +227,10 @@ THREE.Projector = function() {
_vertex = getNextVertexInPool();
_vertex.positionWorld.copy( vertices[ v ] );
_vertex.positionWorld.multiplyMatrix4( _modelMatrix );
_vertex.positionWorld.applyMatrix4( _modelMatrix );
_vertex.positionScreen.copy( _vertex.positionWorld );
_vertex.positionScreen.multiplyMatrix4( _viewProjectionMatrix );
_vertex.positionScreen.applyMatrix4( _viewProjectionMatrix );
_vertex.positionScreen.x /= _vertex.positionScreen.w;
_vertex.positionScreen.y /= _vertex.positionScreen.w;
......@@ -328,14 +328,14 @@ THREE.Projector = function() {
}
_face.normalModel.multiplyMatrix3( _normalMatrix );
_face.normalModel.applyMatrix3( _normalMatrix );
_face.normalModel.normalize();
_face.normalModelView.copy( _face.normalModel );
_face.normalModelView.multiplyMatrix3( _normalViewMatrix );
_face.normalModelView.applyMatrix3( _normalViewMatrix );
_face.centroidModel.copy( face.centroid );
_face.centroidModel.multiplyMatrix4( _modelMatrix );
_face.centroidModel.applyMatrix4( _modelMatrix );
faceVertexNormals = face.vertexNormals;
......@@ -350,12 +350,12 @@ THREE.Projector = function() {
}
normalModel.multiplyMatrix3( _normalMatrix );
normalModel.applyMatrix3( _normalMatrix );
normalModel.normalize();
var normalModelView = _face.vertexNormalsModelView[ n ];
normalModelView.copy( normalModel );
normalModelView.multiplyMatrix3( _normalViewMatrix );
normalModelView.applyMatrix3( _normalViewMatrix );
}
......@@ -379,7 +379,7 @@ THREE.Projector = function() {
_face.material = material;
_centroid.copy( _face.centroidModel )
_centroid.multiplyMatrix4( _viewProjectionMatrix );
_centroid.applyMatrix4( _viewProjectionMatrix );
_face.z = _centroid.z;
......@@ -395,7 +395,7 @@ THREE.Projector = function() {
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ 0 ] );
v1.positionScreen.multiplyMatrix4( _modelViewProjectionMatrix );
v1.positionScreen.applyMatrix4( _modelViewProjectionMatrix );
// Handle LineStrip and LinePieces
var step = object.type === THREE.LinePieces ? 2 : 1;
......@@ -404,7 +404,7 @@ THREE.Projector = function() {
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ v ] );
v1.positionScreen.multiplyMatrix4( _modelViewProjectionMatrix );
v1.positionScreen.applyMatrix4( _modelViewProjectionMatrix );
if ( ( v + 1 ) % step > 0 ) continue;
......@@ -446,7 +446,7 @@ THREE.Projector = function() {
if ( object instanceof THREE.Particle ) {
_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
_vector4.multiplyMatrix4( _viewProjectionMatrix );
_vector4.applyMatrix4( _viewProjectionMatrix );
_vector4.z /= _vector4.w;
......
......@@ -40,7 +40,7 @@ THREE.GeometryUtils = {
var vertexCopy = vertex.clone();
if ( matrix ) vertexCopy.multiplyMatrix4( matrix );
if ( matrix ) vertexCopy.applyMatrix4( matrix );
vertices1.push( vertexCopy );
......@@ -68,7 +68,7 @@ THREE.GeometryUtils = {
if ( normalMatrix ) {
faceCopy.normal.multiplyMatrix3( normalMatrix ).normalize();
faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
}
......@@ -78,7 +78,7 @@ THREE.GeometryUtils = {
if ( normalMatrix ) {
normal.multiplyMatrix3( normalMatrix ).normalize();
normal.applyMatrix3( normalMatrix ).normalize();
}
......@@ -101,7 +101,7 @@ THREE.GeometryUtils = {
if ( matrix ) {
faceCopy.centroid.multiplyMatrix4( matrix );
faceCopy.centroid.applyMatrix4( matrix );
}
......
......@@ -26,7 +26,7 @@ THREE.LatheGeometry = function ( points, steps, angle ) {
for ( var j = 0; j < _newV.length; j ++ ) {
_newV[ j ] = _newV[ j ].clone().multiplyMatrix4( _matrix );
_newV[ j ] = _newV[ j ].clone().applyMatrix4( _matrix );
this.vertices.push( _newV[ j ] );
}
......
......@@ -246,7 +246,7 @@ THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
normals[ i ].multiplyMatrix4( mat.makeRotationAxis( vec, theta ) );
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
}
......@@ -271,7 +271,7 @@ THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
for ( i = 1; i < numpoints; i++ ) {
// twist a little...
normals[ i ].multiplyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].cross( tangents[ i ], normals[ i ] );
}
......
......@@ -160,8 +160,8 @@ THREE.LensFlarePlugin = function ( ) {
tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
tempPosition.multiplyMatrix4( camera.matrixWorldInverse );
tempPosition.multiplyMatrix4( camera.projectionMatrix );
tempPosition.applyMatrix4( camera.matrixWorldInverse );
tempPosition.applyMatrix4( camera.projectionMatrix );
// setup arrays for gl programs
......
......@@ -451,7 +451,7 @@ THREE.ShadowMapPlugin = function ( ) {
p.copy( pointsFrustum[ i ] );
THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
p.multiplyMatrix4( shadowCamera.matrixWorldInverse );
p.applyMatrix4( shadowCamera.matrixWorldInverse );
if ( p.x < _min.x ) _min.x = p.x;
if ( p.x > _max.x ) _max.x = p.x;
......
......@@ -259,15 +259,15 @@ THREE.Box3.prototype = {
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
var newPoints = [
THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ),
THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ), // 000
THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ).multiplyMatrix4( matrix ), // 001
THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ).multiplyMatrix4( matrix ), // 010
THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ).multiplyMatrix4( matrix ), // 011
THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ).multiplyMatrix4( matrix ), // 100
THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ).multiplyMatrix4( matrix ), // 101
THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ).multiplyMatrix4( matrix ), // 110
THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ).multiplyMatrix4( matrix ) // 111
THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ),
THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 000
THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 001
THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 010
THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ), // 011
THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 100
THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 101
THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 110
THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ) // 111
];
this.makeEmpty();
......
......@@ -160,10 +160,10 @@ THREE.Plane.prototype = {
// compute new normal based on theory here:
// http://www.songho.ca/opengl/gl_normaltransform.html
optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
newNormal.copy( this.normal ).multiplyMatrix3( optionalNormalMatrix );
newNormal.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
newCoplanarPoint = this.coplanarPoint( newCoplanarPoint );
newCoplanarPoint.multiplyMatrix4( matrix );
newCoplanarPoint.applyMatrix4( matrix );
this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
......
......@@ -133,8 +133,8 @@ THREE.Ray.prototype = {
transform: function ( matrix4 ) {
this.direction.addSelf( this.origin ).multiplyMatrix4( matrix4 );
this.origin.multiplyMatrix4( matrix4 );
this.direction.addSelf( this.origin ).applyMatrix4( matrix4 );
this.origin.applyMatrix4( matrix4 );
this.direction.subSelf( this.origin );
return this;
......
......@@ -98,7 +98,7 @@ THREE.Sphere.prototype = {
transform: function ( matrix ) {
this.center.multiplyMatrix4( matrix );
this.center.applyMatrix4( matrix );
this.radius = this.radius * matrix.getMaxScaleOnAxis();
return this;
......
......@@ -256,8 +256,8 @@ THREE.Vector2.prototype = {
setLength: function ( l ) {
var oldLength = this.length();
if ( oldLength !== 0 && l !== oldLength ) {
if ( oldLength !== 0 && l !== oldLength ) {
this.multiplyScalar( l / oldLength );
}
......
......@@ -170,7 +170,7 @@ THREE.Vector3.prototype = {
},
multiplyMatrix3: function ( m ) {
applyMatrix3: function ( m ) {
var x = this.x;
var y = this.y;
......@@ -186,7 +186,7 @@ THREE.Vector3.prototype = {
},
multiplyMatrix4: function ( m ) {
applyMatrix4: function ( m ) {
var x = this.x;
var y = this.y;
......@@ -203,7 +203,7 @@ THREE.Vector3.prototype = {
},
multiplyQuaternion: function ( q ) {
applyQuaternion: function ( q ) {
var x = this.x;
var y = this.y;
......
......@@ -167,7 +167,7 @@ THREE.Vector4.prototype = {
},
multiplyMatrix4: function ( m ) {
applyMatrix4: function ( m ) {
var x = this.x;
var y = this.y;
......
......@@ -1158,7 +1158,7 @@ THREE.WebGLRenderer = function ( parameters ) {
vertex = vertices[ v ];
_vector3.copy( vertex );
_vector3.multiplyMatrix4( _projScreenMatrixPS );
_vector3.applyMatrix4( _projScreenMatrixPS );
sortArray[ v ] = [ _vector3.z, v ];
......@@ -4124,7 +4124,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else {
_vector3.copy( object.matrixWorld.getPosition() );
_vector3.multiplyMatrix4( _projScreenMatrix );
_vector3.applyMatrix4( _projScreenMatrix );
webglObject.z = _vector3.z;
......
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