提交 7bdf079f 编写于 作者: A astrodud 提交者: Mr.doob

* memory and speed optimizations in Matrix4.flatten()

* memory and speed optimizations in Matrix4.makeInvert3x3() (moved Matrix4.m33 to WebGLRenderer._m33 since it is
  only used there and only for a single Matrix4)
上级 580b7181
......@@ -13,9 +13,6 @@ 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 = {
......@@ -270,27 +267,29 @@ THREE.Matrix4.prototype = {
flatten: function() {
this.flat[ 0 ] = this.n11;
this.flat[ 1 ] = this.n21;
this.flat[ 2 ] = this.n31;
this.flat[ 3 ] = this.n41;
var flat = THREE.Matrix4.__flat;
flat[ 0 ] = this.n11;
flat[ 1 ] = this.n21;
flat[ 2 ] = this.n31;
flat[ 3 ] = this.n41;
this.flat[ 4 ] = this.n12;
this.flat[ 5 ] = this.n22;
this.flat[ 6 ] = this.n32;
this.flat[ 7 ] = this.n42;
flat[ 4 ] = this.n12;
flat[ 5 ] = this.n22;
flat[ 6 ] = this.n32;
flat[ 7 ] = this.n42;
this.flat[ 8 ] = this.n13;
this.flat[ 9 ] = this.n23;
this.flat[ 10 ] = this.n33;
this.flat[ 11 ] = this.n43;
flat[ 8 ] = this.n13;
flat[ 9 ] = this.n23;
flat[ 10 ] = this.n33;
flat[ 11 ] = this.n43;
this.flat[ 12 ] = this.n14;
this.flat[ 13 ] = this.n24;
this.flat[ 14 ] = this.n34;
this.flat[ 15 ] = this.n44;
flat[ 12 ] = this.n14;
flat[ 13 ] = this.n24;
flat[ 14 ] = this.n34;
flat[ 15 ] = this.n44;
return this.flat;
return flat;
},
......@@ -478,13 +477,13 @@ THREE.Matrix4.makeInvert = function ( m1 ) {
};
THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
THREE.Matrix4.makeInvert3x3 = function ( m1, m2 ) {
// input: THREE.Matrix4, output: THREE.Matrix3
// input: m1: THREE.Matrix4, m2: THREE.Matrix3; output: THREE.Matrix3 (m2)
// ( based on http://code.google.com/p/webgl-mjs/ )
var m = m1.flatten(),
m2 = m1.m33,
var m = m1.flatten(),
m2m = m2.m,
a11 = m[ 10 ] * m[ 5 ] - m[ 6 ] * m[ 9 ],
a21 = - m[ 10 ] * m[ 1 ] + m[ 2 ] * m[ 9 ],
......@@ -503,9 +502,9 @@ THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
idet = 1.0 / det;
m2.m[ 0 ] = idet * a11; m2.m[ 1 ] = idet * a21; m2.m[ 2 ] = idet * a31;
m2.m[ 3 ] = idet * a12; m2.m[ 4 ] = idet * a22; m2.m[ 5 ] = idet * a32;
m2.m[ 6 ] = idet * a13; m2.m[ 7 ] = idet * a23; m2.m[ 8 ] = idet * a33;
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;
return m2;
......@@ -569,3 +568,4 @@ 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 );
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