提交 09571ee3 编写于 作者: A alteredq

Partially merged szimek's pull request

https://github.com/mrdoob/three.js/pull/97
上级 679bbec7
此差异已折叠。
此差异已折叠。
此差异已折叠。
......@@ -8,7 +8,7 @@ THREE.Matrix3.prototype = {
transpose: function () {
var tmp, m = this.m;
var tmp, m = this.m;
tmp = m[1]; m[1] = m[3]; m[3] = tmp;
tmp = m[2]; m[2] = m[6]; m[6] = tmp;
......
......@@ -13,6 +13,9 @@ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33
this.n31 = n31 || 0; this.n32 = n32 || 0; this.n33 = n33 || 1; this.n34 = n34 || 0;
this.n41 = n41 || 0; this.n42 = n42 || 0; this.n43 = n43 || 0; this.n44 = n44 || 1;
this.flat = new Array( 16 );
this.m33 = new THREE.Matrix3();
};
THREE.Matrix4.prototype = {
......@@ -267,8 +270,8 @@ THREE.Matrix4.prototype = {
flatten: function() {
var flat = THREE.Matrix4.__flat;
var flat = this.flat;
flat[ 0 ] = this.n11;
flat[ 1 ] = this.n21;
flat[ 2 ] = this.n31;
......@@ -477,24 +480,27 @@ THREE.Matrix4.makeInvert = function ( m1 ) {
};
THREE.Matrix4.makeInvert3x3 = function ( m1, m2 ) {
THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
// input: m1: THREE.Matrix4, m2: THREE.Matrix3; output: THREE.Matrix3 (m2)
// input: THREE.Matrix4, output: THREE.Matrix3
// ( based on http://code.google.com/p/webgl-mjs/ )
var m = m1.flatten(),
m2m = m2.m,
var m = m1.flatten(),
m33 = m1.m33,
m33m = m33.m,
a11 = m[ 10 ] * m[ 5 ] - m[ 6 ] * m[ 9 ],
a11 = m[ 10 ] * m[ 5 ] - m[ 6 ] * m[ 9 ],
a21 = - m[ 10 ] * m[ 1 ] + m[ 2 ] * m[ 9 ],
a31 = m[ 6 ] * m[ 1 ] - m[ 2 ] * m[ 5 ],
a31 = m[ 6 ] * m[ 1 ] - m[ 2 ] * m[ 5 ],
a12 = - m[ 10 ] * m[ 4 ] + m[ 6 ] * m[ 8 ],
a22 = m[ 10 ] * m[ 0 ] - m[ 2 ] * m[ 8 ],
a32 = - m[ 6 ] * m[ 0 ] + m[ 2 ] * m[ 4 ],
a13 = m[ 9 ] * m[ 4 ] - m[ 5 ] * m[ 8 ],
a23 = - m[ 9 ] * m[ 0 ] + m[ 1 ] * m[ 8 ],
a33 = m[ 5 ] * m[ 0 ] - m[ 1 ] * m[ 4 ],
det = m[ 0 ] * ( a11 ) + m[ 1 ] * ( a12 ) + m[ 2 ] * ( a13 ),
a22 = m[ 10 ] * m[ 0 ] - m[ 2 ] * m[ 8 ],
a32 = - m[ 6 ] * m[ 0 ] + m[ 2 ] * m[ 4 ],
a13 = m[ 9 ] * m[ 4 ] - m[ 5 ] * m[ 8 ],
a23 = - m[ 9 ] * m[ 0 ] + m[ 1 ] * m[ 8 ],
a33 = m[ 5 ] * m[ 0 ] - m[ 1 ] * m[ 4 ],
det = m[ 0 ] * a11 + m[ 1 ] * a12 + m[ 2 ] * a13,
idet;
// no inverse
......@@ -502,11 +508,11 @@ THREE.Matrix4.makeInvert3x3 = function ( m1, m2 ) {
idet = 1.0 / det;
m2m[ 0 ] = idet * a11; m2m[ 1 ] = idet * a21; m2m[ 2 ] = idet * a31;
m2m[ 3 ] = idet * a12; m2m[ 4 ] = idet * a22; m2m[ 5 ] = idet * a32;
m2m[ 6 ] = idet * a13; m2m[ 7 ] = idet * a23; m2m[ 8 ] = idet * a33;
m33m[ 0 ] = idet * a11; m33m[ 1 ] = idet * a21; m33m[ 2 ] = idet * a31;
m33m[ 3 ] = idet * a12; m33m[ 4 ] = idet * a22; m33m[ 5 ] = idet * a32;
m33m[ 6 ] = idet * a13; m33m[ 7 ] = idet * a23; m33m[ 8 ] = idet * a33;
return m2;
return m33;
}
......@@ -568,4 +574,3 @@ THREE.Matrix4.makeOrtho = function ( left, right, top, bottom, near, far ) {
THREE.Matrix4.__tmpVec1 = new THREE.Vector3();
THREE.Matrix4.__tmpVec2 = new THREE.Vector3();
THREE.Matrix4.__tmpVec3 = new THREE.Vector3();
THREE.Matrix4.__flat = new Array( 16 );
......@@ -364,7 +364,7 @@ THREE.Projector = function() {
this.unprojectVector = function ( vector, camera ) {
var matrix = THREE.Matrix4.makeInvert( camera.matrix );
var matrix = THREE.Matrix4.makeInvert( camera.matrix );
matrix.multiplySelf( THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
......
......@@ -1166,8 +1166,6 @@ THREE.WebGLRenderer = function ( parameters ) {
};
this._m33 = new THREE.Matrix3();
this.setupMatrices = function ( object, camera ) {
object.autoUpdateMatrix && object.updateMatrix();
......@@ -1175,7 +1173,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_modelViewMatrix.multiply( camera.matrix, object.matrix );
_modelViewMatrixArray.set( _modelViewMatrix.flatten() );
_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix, this._m33 ).transpose();
_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
_normalMatrixArray.set( _normalMatrix.m );
_objectMatrixArray.set( object.matrix.flatten() );
......
......@@ -68,8 +68,6 @@ THREE.WebGLRenderer2 = function ( antialias ) {
};
this._m33 = new THREE.Matrix3();
this.render = function( scene, camera ) {
var o, ol;
......@@ -115,7 +113,7 @@ THREE.WebGLRenderer2 = function ( antialias ) {
_modelViewMatrix.multiply( camera.matrix, object.matrix );
_modelViewMatrixArray.set( _modelViewMatrix.flatten() );
_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix, this._m33 ).transpose();
_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
_normalMatrixArray.set( _normalMatrix.m );
if ( object instanceof THREE.Mesh ) {
......
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