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5e99c7b8
编写于
1月 18, 2011
作者:
A
alteredq
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差异文件
Simplified Matrix4: reused code from setters in creators.
上级
8f29cf03
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
404 addition
and
432 deletion
+404
-432
build/Three.js
build/Three.js
+94
-95
build/ThreeDebug.js
build/ThreeDebug.js
+100
-101
build/ThreeExtras.js
build/ThreeExtras.js
+180
-181
src/core/Matrix4.js
src/core/Matrix4.js
+30
-55
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src/core/Matrix4.js
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5e99c7b8
...
...
@@ -295,38 +295,38 @@ THREE.Matrix4.prototype = {
},
setTranslation
:
function
(
x
,
y
,
z
)
{
this
.
set
(
1
,
0
,
0
,
x
,
0
,
1
,
0
,
y
,
0
,
0
,
1
,
z
,
0
,
0
,
0
,
1
);
return
this
;
},
setScale
:
function
(
x
,
y
,
z
)
{
this
.
set
(
x
,
0
,
0
,
0
,
0
,
y
,
0
,
0
,
0
,
0
,
z
,
0
,
0
,
0
,
0
,
1
);
return
this
;
},
setRotX
:
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
;
},
setRotY
:
function
(
theta
)
{
...
...
@@ -337,22 +337,22 @@ THREE.Matrix4.prototype = {
0
,
1
,
0
,
0
,
-
s
,
0
,
c
,
0
,
0
,
0
,
0
,
1
);
return
this
;
},
setRotZ
:
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
;
},
setRotAxis
:
function
(
axis
,
angle
)
{
...
...
@@ -369,7 +369,7 @@ THREE.Matrix4.prototype = {
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
;
},
...
...
@@ -389,9 +389,7 @@ THREE.Matrix4.translationMatrix = function ( x, y, z ) {
var
m
=
new
THREE
.
Matrix4
();
m
.
n14
=
x
;
m
.
n24
=
y
;
m
.
n34
=
z
;
m
.
setTranslation
(
x
,
y
,
z
);
return
m
;
...
...
@@ -401,9 +399,7 @@ THREE.Matrix4.scaleMatrix = function ( x, y, z ) {
var
m
=
new
THREE
.
Matrix4
();
m
.
n11
=
x
;
m
.
n22
=
y
;
m
.
n33
=
z
;
m
.
setScale
(
x
,
y
,
z
);
return
m
;
...
...
@@ -411,71 +407,50 @@ THREE.Matrix4.scaleMatrix = function ( x, y, z ) {
THREE
.
Matrix4
.
rotationXMatrix
=
function
(
theta
)
{
var
rot
=
new
THREE
.
Matrix4
();
var
m
=
new
THREE
.
Matrix4
();
rot
.
n22
=
rot
.
n33
=
Math
.
cos
(
theta
);
rot
.
n32
=
Math
.
sin
(
theta
);
rot
.
n23
=
-
rot
.
n32
;
m
.
setRotX
(
theta
);
return
rot
;
return
m
;
};
THREE
.
Matrix4
.
rotationYMatrix
=
function
(
theta
)
{
var
rot
=
new
THREE
.
Matrix4
();
var
m
=
new
THREE
.
Matrix4
();
rot
.
n11
=
rot
.
n33
=
Math
.
cos
(
theta
);
rot
.
n13
=
Math
.
sin
(
theta
);
rot
.
n31
=
-
rot
.
n13
;
m
.
setRotY
(
theta
);
return
rot
;
return
m
;
};
THREE
.
Matrix4
.
rotationZMatrix
=
function
(
theta
)
{
var
rot
=
new
THREE
.
Matrix4
();
var
m
=
new
THREE
.
Matrix4
();
rot
.
n11
=
rot
.
n22
=
Math
.
cos
(
theta
);
rot
.
n21
=
Math
.
sin
(
theta
);
rot
.
n12
=
-
rot
.
n21
;
m
.
setRotZ
(
theta
);
return
rot
;
return
m
;
};
THREE
.
Matrix4
.
rotationAxisAngleMatrix
=
function
(
axis
,
angle
)
{
//Based on http://www.gamedev.net/reference/articles/article1199.asp
var
rot
=
new
THREE
.
Matrix4
(),
c
=
Math
.
cos
(
angle
),
s
=
Math
.
sin
(
angle
),
t
=
1
-
c
,
x
=
axis
.
x
,
y
=
axis
.
y
,
z
=
axis
.
z
,
tx
=
t
*
x
,
ty
=
t
*
y
;
var
m
=
new
THREE
.
Matrix4
();
rot
.
n11
=
tx
*
x
+
c
;
rot
.
n12
=
tx
*
y
-
s
*
z
;
rot
.
n13
=
tx
*
z
+
s
*
y
;
rot
.
n21
=
tx
*
y
+
s
*
z
;
rot
.
n22
=
ty
*
y
+
c
;
rot
.
n23
=
ty
*
z
-
s
*
x
;
rot
.
n31
=
tx
*
z
-
s
*
y
;
rot
.
n32
=
ty
*
z
+
s
*
x
;
rot
.
n33
=
t
*
z
*
z
+
c
;
setRotAxis
(
axis
,
angle
);
return
rot
;
return
m
;
};
THREE
.
Matrix4
.
makeInvert
=
function
(
m1
)
{
var
n11
=
m1
.
n11
,
n12
=
m1
.
n12
,
n13
=
m1
.
n13
,
n14
=
m1
.
n14
,
n21
=
m1
.
n21
,
n22
=
m1
.
n22
,
n23
=
m1
.
n23
,
n24
=
m1
.
n24
,
n31
=
m1
.
n31
,
n32
=
m1
.
n32
,
n33
=
m1
.
n33
,
n34
=
m1
.
n34
,
n41
=
m1
.
n41
,
n42
=
m1
.
n42
,
n43
=
m1
.
n43
,
n44
=
m1
.
n44
;
var
n11
=
m1
.
n11
,
n12
=
m1
.
n12
,
n13
=
m1
.
n13
,
n14
=
m1
.
n14
,
n21
=
m1
.
n21
,
n22
=
m1
.
n22
,
n23
=
m1
.
n23
,
n24
=
m1
.
n24
,
n31
=
m1
.
n31
,
n32
=
m1
.
n32
,
n33
=
m1
.
n33
,
n34
=
m1
.
n34
,
n41
=
m1
.
n41
,
n42
=
m1
.
n42
,
n43
=
m1
.
n43
,
n44
=
m1
.
n44
;
//TODO: make this more efficient
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
...
...
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