/** * @author mr.doob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ */ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.set( ( 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 ); this.flat = new Array( 16 ); this.m33 = new THREE.Matrix3(); }; THREE.Matrix4.prototype = { constructor: THREE.Matrix4, set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.n11 = n11; this.n12 = n12; this.n13 = n13; this.n14 = n14; this.n21 = n21; this.n22 = n22; this.n23 = n23; this.n24 = n24; this.n31 = n31; this.n32 = n32; this.n33 = n33; this.n34 = n34; this.n41 = n41; this.n42 = n42; this.n43 = n43; this.n44 = n44; return this; }, identity: function () { this.set( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, copy: function ( m ) { this.set( m.n11, m.n12, m.n13, m.n14, m.n21, m.n22, m.n23, m.n24, m.n31, m.n32, m.n33, m.n34, m.n41, m.n42, m.n43, m.n44 ); return this; }, lookAt: function ( eye, target, up ) { var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3; z.sub( eye, target ).normalize(); if ( z.length() === 0 ) { z.z = 1; } x.cross( up, z ).normalize(); if ( x.length() === 0 ) { z.x += 0.0001; x.cross( up, z ).normalize(); } y.cross( z, x ); this.n11 = x.x; this.n12 = y.x; this.n13 = z.x; this.n21 = x.y; this.n22 = y.y; this.n23 = z.y; this.n31 = x.z; this.n32 = y.z; this.n33 = z.z; return this; }, multiply: function ( a, b ) { var a11 = a.n11, a12 = a.n12, a13 = a.n13, a14 = a.n14, a21 = a.n21, a22 = a.n22, a23 = a.n23, a24 = a.n24, a31 = a.n31, a32 = a.n32, a33 = a.n33, a34 = a.n34, a41 = a.n41, a42 = a.n42, a43 = a.n43, a44 = a.n44, b11 = b.n11, b12 = b.n12, b13 = b.n13, b14 = b.n14, b21 = b.n21, b22 = b.n22, b23 = b.n23, b24 = b.n24, b31 = b.n31, b32 = b.n32, b33 = b.n33, b34 = b.n34, b41 = b.n41, b42 = b.n42, b43 = b.n43, b44 = b.n44; this.n11 = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; this.n12 = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; this.n13 = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; this.n14 = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; this.n21 = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; this.n22 = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; this.n23 = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; this.n24 = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; this.n31 = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; this.n32 = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; this.n33 = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; this.n34 = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; this.n41 = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; this.n42 = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; this.n43 = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; this.n44 = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; return this; }, multiplySelf: function ( m ) { return this.multiply( this, m ); }, multiplyToArray: function ( a, b, r ) { this.multiply( a, b ); r[ 0 ] = this.n11; r[ 1 ] = this.n21; r[ 2 ] = this.n31; r[ 3 ] = this.n41; r[ 4 ] = this.n12; r[ 5 ] = this.n22; r[ 6 ] = this.n32; r[ 7 ] = this.n42; r[ 8 ] = this.n13; r[ 9 ] = this.n23; r[ 10 ] = this.n33; r[ 11 ] = this.n43; r[ 12 ] = this.n14; r[ 13 ] = this.n24; r[ 14 ] = this.n34; r[ 15 ] = this.n44; return this; }, multiplyScalar: function ( s ) { this.n11 *= s; this.n12 *= s; this.n13 *= s; this.n14 *= s; this.n21 *= s; this.n22 *= s; this.n23 *= s; this.n24 *= s; this.n31 *= s; this.n32 *= s; this.n33 *= s; this.n34 *= s; this.n41 *= s; this.n42 *= s; this.n43 *= s; this.n44 *= s; return this; }, multiplyVector3: function ( v ) { var vx = v.x, vy = v.y, vz = v.z, d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 ); v.x = ( this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 ) * d; v.y = ( this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 ) * d; v.z = ( this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 ) * d; return v; }, multiplyVector4: function ( v ) { var vx = v.x, vy = v.y, vz = v.z, vw = v.w; v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw; v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw; v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw; v.w = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw; return v; }, rotateAxis: function ( v ) { var vx = v.x, vy = v.y, vz = v.z; v.x = vx * this.n11 + vy * this.n12 + vz * this.n13; v.y = vx * this.n21 + vy * this.n22 + vz * this.n23; v.z = vx * this.n31 + vy * this.n32 + vz * this.n33; v.normalize(); return v; }, crossVector: function ( a ) { var v = new THREE.Vector4(); v.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w; v.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w; v.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w; v.w = ( a.w ) ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1; return v; }, determinant: function () { var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14, n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24, n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34, n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) return ( 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+ n11 * n22 * n33 * n44 ); }, transpose: function () { var tmp; tmp = this.n21; this.n21 = this.n12; this.n12 = tmp; tmp = this.n31; this.n31 = this.n13; this.n13 = tmp; tmp = this.n32; this.n32 = this.n23; this.n23 = tmp; tmp = this.n41; this.n41 = this.n14; this.n14 = tmp; tmp = this.n42; this.n42 = this.n24; this.n24 = tmp; tmp = this.n43; this.n43 = this.n34; this.n34 = tmp; return this; }, clone: function () { var m = new THREE.Matrix4(); m.n11 = this.n11; m.n12 = this.n12; m.n13 = this.n13; m.n14 = this.n14; m.n21 = this.n21; m.n22 = this.n22; m.n23 = this.n23; m.n24 = this.n24; m.n31 = this.n31; m.n32 = this.n32; m.n33 = this.n33; m.n34 = this.n34; m.n41 = this.n41; m.n42 = this.n42; m.n43 = this.n43; m.n44 = this.n44; return m; }, flatten: function () { this.flat[ 0 ] = this.n11; this.flat[ 1 ] = this.n21; this.flat[ 2 ] = this.n31; this.flat[ 3 ] = this.n41; this.flat[ 4 ] = this.n12; this.flat[ 5 ] = this.n22; this.flat[ 6 ] = this.n32; this.flat[ 7 ] = this.n42; this.flat[ 8 ] = this.n13; this.flat[ 9 ] = this.n23; this.flat[ 10 ] = this.n33; this.flat[ 11 ] = this.n43; this.flat[ 12 ] = this.n14; this.flat[ 13 ] = this.n24; this.flat[ 14 ] = this.n34; this.flat[ 15 ] = this.n44; return this.flat; }, flattenToArray: function ( flat ) { flat[ 0 ] = this.n11; flat[ 1 ] = this.n21; flat[ 2 ] = this.n31; flat[ 3 ] = this.n41; flat[ 4 ] = this.n12; flat[ 5 ] = this.n22; flat[ 6 ] = this.n32; flat[ 7 ] = this.n42; flat[ 8 ] = this.n13; flat[ 9 ] = this.n23; flat[ 10 ] = this.n33; flat[ 11 ] = this.n43; flat[ 12 ] = this.n14; flat[ 13 ] = this.n24; flat[ 14 ] = this.n34; flat[ 15 ] = this.n44; return flat; }, flattenToArrayOffset: function( flat, offset ) { flat[ offset ] = this.n11; flat[ offset + 1 ] = this.n21; flat[ offset + 2 ] = this.n31; flat[ offset + 3 ] = this.n41; flat[ offset + 4 ] = this.n12; flat[ offset + 5 ] = this.n22; flat[ offset + 6 ] = this.n32; flat[ offset + 7 ] = this.n42; flat[ offset + 8 ] = this.n13; flat[ offset + 9 ] = this.n23; flat[ offset + 10 ] = this.n33; flat[ offset + 11 ] = this.n43; flat[ offset + 12 ] = this.n14; flat[ offset + 13 ] = this.n24; flat[ offset + 14 ] = this.n34; flat[ offset + 15 ] = this.n44; return flat; }, 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; }, setRotationX: 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; }, setRotationY: 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; }, setRotationZ: 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; }, setRotationAxis: function( axis, angle ) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var 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; 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; }, setPosition: function ( v ) { this.n14 = v.x; this.n24 = v.y; this.n34 = v.z; return this; }, getPosition: function () { return THREE.Matrix4.__v1.set( this.n14, this.n24, this.n34 ); }, getColumnX: function () { return THREE.Matrix4.__v1.set( this.n11, this.n21, this.n31 ); }, getColumnY: function () { return THREE.Matrix4.__v1.set( this.n12, this.n22, this.n32 ); }, getColumnZ: function() { return THREE.Matrix4.__v1.set( this.n13, this.n23, this.n33 ); }, getInverse: function ( m ) { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var n11 = m.n11, n12 = m.n12, n13 = m.n13, n14 = m.n14, n21 = m.n21, n22 = m.n22, n23 = m.n23, n24 = m.n24, n31 = m.n31, n32 = m.n32, n33 = m.n33, n34 = m.n34, n41 = m.n41, n42 = m.n42, n43 = m.n43, n44 = m.n44; this.n11 = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; this.n12 = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; this.n13 = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; this.n14 = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; this.n21 = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; this.n22 = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; this.n23 = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; this.n24 = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; this.n31 = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; this.n32 = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; this.n33 = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; this.n34 = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; this.n41 = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; this.n42 = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; this.n43 = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; this.n44 = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; this.multiplyScalar( 1 / m.determinant() ); return this; }, setRotationFromEuler: function( v, order ) { var x = v.x, y = v.y, z = v.z, a = Math.cos( x ), b = Math.sin( x ), c = Math.cos( y ), d = Math.sin( y ), e = Math.cos( z ), f = Math.sin( z ); switch ( order ) { case 'YXZ': var ce = c * e, cf = c * f, de = d * e, df = d * f; this.n11 = ce + df * b; this.n12 = de * b - cf; this.n13 = a * d; this.n21 = a * f; this.n22 = a * e; this.n23 = - b; this.n31 = cf * b - de; this.n32 = df + ce * b; this.n33 = a * c; break; case 'ZXY': var ce = c * e, cf = c * f, de = d * e, df = d * f; this.n11 = ce - df * b; this.n12 = - a * f; this.n13 = de + cf * b; this.n21 = cf + de * b; this.n22 = a * e; this.n23 = df - ce * b; this.n31 = - a * d; this.n32 = b; this.n33 = a * c; break; case 'ZYX': var ae = a * e, af = a * f, be = b * e, bf = b * f; this.n11 = c * e; this.n12 = be * d - af; this.n13 = ae * d + bf; this.n21 = c * f; this.n22 = bf * d + ae; this.n23 = af * d - be; this.n31 = - d; this.n32 = b * c; this.n33 = a * c; break; case 'YZX': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; this.n11 = c * e; this.n12 = bd - ac * f; this.n13 = bc * f + ad; this.n21 = f; this.n22 = a * e; this.n23 = - b * e; this.n31 = - d * e; this.n32 = ad * f + bc; this.n33 = ac - bd * f; break; case 'XZY': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; this.n11 = c * e; this.n12 = - f; this.n13 = d * e; this.n21 = ac * f + bd; this.n22 = a * e; this.n23 = ad * f - bc; this.n31 = bc * f - ad; this.n32 = b * e; this.n33 = bd * f + ac; break; default: // 'XYZ' var ae = a * e, af = a * f, be = b * e, bf = b * f; this.n11 = c * e; this.n12 = - c * f; this.n13 = d; this.n21 = af + be * d; this.n22 = ae - bf * d; this.n23 = - b * c; this.n31 = bf - ae * d; this.n32 = be + af * d; this.n33 = a * c; break; } return this; }, setRotationFromQuaternion: function( q ) { var x = q.x, y = q.y, z = q.z, w = q.w, x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2; this.n11 = 1 - ( yy + zz ); this.n12 = xy - wz; this.n13 = xz + wy; this.n21 = xy + wz; this.n22 = 1 - ( xx + zz ); this.n23 = yz - wx; this.n31 = xz - wy; this.n32 = yz + wx; this.n33 = 1 - ( xx + yy ); return this; }, scale: function ( v ) { var x = v.x, y = v.y, z = v.z; this.n11 *= x; this.n12 *= y; this.n13 *= z; this.n21 *= x; this.n22 *= y; this.n23 *= z; this.n31 *= x; this.n32 *= y; this.n33 *= z; this.n41 *= x; this.n42 *= y; this.n43 *= z; return this; }, compose: function ( translation, rotation, scale ) { var mRotation = THREE.Matrix4.__m1; var mScale = THREE.Matrix4.__m2; mRotation.identity(); mRotation.setRotationFromQuaternion( rotation ); mScale.setScale( scale.x, scale.y, scale.z ); this.multiply( mRotation, mScale ); this.n14 = translation.x; this.n24 = translation.y; this.n34 = translation.z; return this; }, decompose: function ( translation, rotation, scale ) { // grab the axis vectors var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var z = THREE.Matrix4.__v3; x.set( this.n11, this.n21, this.n31 ); y.set( this.n12, this.n22, this.n32 ); z.set( this.n13, this.n23, this.n33 ); 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(); scale.x = x.length(); scale.y = y.length(); scale.z = z.length(); translation.x = this.n14; translation.y = this.n24; translation.z = this.n34; // scale the rotation part var matrix = THREE.Matrix4.__m1; matrix.copy( this ); matrix.n11 /= scale.x; matrix.n21 /= scale.x; matrix.n31 /= scale.x; matrix.n12 /= scale.y; matrix.n22 /= scale.y; matrix.n32 /= scale.y; matrix.n13 /= scale.z; matrix.n23 /= scale.z; matrix.n33 /= scale.z; rotation.setFromRotationMatrix( matrix ); return [ translation, rotation, scale ]; }, extractPosition: function ( m ) { this.n14 = m.n14; this.n24 = m.n24; this.n34 = m.n34; return this; }, extractRotation: function ( m ) { var vector = THREE.Matrix4.__v1; var scaleX = 1 / vector.set( m.n11, m.n21, m.n31 ).length(); var scaleY = 1 / vector.set( m.n12, m.n22, m.n32 ).length(); var scaleZ = 1 / vector.set( m.n13, m.n23, m.n33 ).length(); this.n11 = m.n11 * scaleX; this.n21 = m.n21 * scaleX; this.n31 = m.n31 * scaleX; this.n12 = m.n12 * scaleY; this.n22 = m.n22 * scaleY; this.n32 = m.n32 * scaleY; this.n13 = m.n13 * scaleZ; this.n23 = m.n23 * scaleZ; this.n33 = m.n33 * scaleZ; return this; }, rotateByAxis: function ( axis, angle ) { // 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 ); } var x = axis.x, y = axis.y, z = axis.z, n = Math.sqrt(x * x + y * y + z * z); x /= n; y /= n; z /= n; var xx = x * x, yy = y * y, zz = z * z, c = Math.cos( angle ), s = Math.sin( angle ), oneMinusCosine = 1 - c, xy = x * y * oneMinusCosine, xz = x * z * oneMinusCosine, yz = y * z * oneMinusCosine, xs = x * s, ys = y * s, zs = z * s, r11 = xx + (1 - xx) * c, r21 = xy + zs, r31 = xz - ys, r12 = xy - zs, r22 = yy + (1 - yy) * c, r32 = yz + xs, r13 = xz + ys, r23 = yz - xs, r33 = zz + (1 - zz) * c, m11 = this.n11, m21 = this.n21, m31 = this.n31, m41 = this.n41, m12 = this.n12, m22 = this.n22, m32 = this.n32, m42 = this.n42, m13 = this.n13, m23 = this.n23, m33 = this.n33, m43 = this.n43, m14 = this.n14, m24 = this.n24, m34 = this.n34, m44 = this.n44; this.n11 = r11 * m11 + r21 * m12 + r31 * m13; this.n21 = r11 * m21 + r21 * m22 + r31 * m23; this.n31 = r11 * m31 + r21 * m32 + r31 * m33; this.n41 = r11 * m41 + r21 * m42 + r31 * m43; this.n12 = r12 * m11 + r22 * m12 + r32 * m13; this.n22 = r12 * m21 + r22 * m22 + r32 * m23; this.n32 = r12 * m31 + r22 * m32 + r32 * m33; this.n42 = r12 * m41 + r22 * m42 + r32 * m43; this.n13 = r13 * m11 + r23 * m12 + r33 * m13; this.n23 = r13 * m21 + r23 * m22 + r33 * m23; this.n33 = r13 * m31 + r23 * m32 + r33 * m33; this.n43 = r13 * m41 + r23 * m42 + r33 * m43; return this; }, rotateX: function ( angle ) { var m12 = this.n12, m22 = this.n22, m32 = this.n32, m42 = this.n42, m13 = this.n13, m23 = this.n23, m33 = this.n33, m43 = this.n43, c = Math.cos( angle ), s = Math.sin( angle ); this.n12 = c * m12 + s * m13; this.n22 = c * m22 + s * m23; this.n32 = c * m32 + s * m33; this.n42 = c * m42 + s * m43; this.n13 = c * m13 - s * m12; this.n23 = c * m23 - s * m22; this.n33 = c * m33 - s * m32; this.n43 = c * m43 - s * m42; return this; }, rotateY: function ( angle ) { var m11 = this.n11, m21 = this.n21, m31 = this.n31, m41 = this.n41, m13 = this.n13, m23 = this.n23, m33 = this.n33, m43 = this.n43, c = Math.cos(angle), s = Math.sin(angle); this.n11 = c * m11 - s * m13; this.n21 = c * m21 - s * m23; this.n31 = c * m31 - s * m33; this.n41 = c * m41 - s * m43; this.n13 = c * m13 + s * m11; this.n23 = c * m23 + s * m21; this.n33 = c * m33 + s * m31; this.n43 = c * m43 + s * m41; return this; }, rotateZ: function ( angle ) { var m11 = this.n11, m21 = this.n21, m31 = this.n31, m41 = this.n41, m12 = this.n12, m22 = this.n22, m32 = this.n32, m42 = this.n42, c = Math.cos(angle), s = Math.sin(angle); this.n11 = c * m11 + s * m12; this.n21 = c * m21 + s * m22; this.n31 = c * m31 + s * m32; this.n41 = c * m41 + s * m42; this.n12 = c * m12 - s * m11; this.n22 = c * m22 - s * m21; this.n32 = c * m32 - s * m31; this.n42 = c * m42 - s * m41; return this; }, translate: function ( v ) { var x = v.x, y = v.y, z = v.z; this.n14 = this.n11 * x + this.n12 * y + this.n13 * z + this.n14; this.n24 = this.n21 * x + this.n22 * y + this.n23 * z + this.n24; this.n34 = this.n31 * x + this.n32 * y + this.n33 * z + this.n34; this.n44 = this.n41 * x + this.n42 * y + this.n43 * z + this.n44; return this; } }; THREE.Matrix4.makeInvert3x3 = function ( m1 ) { // input: THREE.Matrix4, output: THREE.Matrix3 // ( based on http://code.google.com/p/webgl-mjs/ ) var m33 = m1.m33, m33m = m33.m, a11 = m1.n33 * m1.n22 - m1.n32 * m1.n23, a21 = - m1.n33 * m1.n21 + m1.n31 * m1.n23, a31 = m1.n32 * m1.n21 - m1.n31 * m1.n22, a12 = - m1.n33 * m1.n12 + m1.n32 * m1.n13, a22 = m1.n33 * m1.n11 - m1.n31 * m1.n13, a32 = - m1.n32 * m1.n11 + m1.n31 * m1.n12, a13 = m1.n23 * m1.n12 - m1.n22 * m1.n13, a23 = - m1.n23 * m1.n11 + m1.n21 * m1.n13, a33 = m1.n22 * m1.n11 - m1.n21 * m1.n12, det = m1.n11 * a11 + m1.n21 * a12 + m1.n31 * a13, idet; // no inverse if ( det === 0 ) { return null; } idet = 1.0 / det; 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 m33; } THREE.Matrix4.makeFrustum = function ( left, right, bottom, top, near, far ) { var m, x, y, a, b, c, d; m = new THREE.Matrix4(); x = 2 * near / ( right - left ); y = 2 * near / ( top - bottom ); a = ( right + left ) / ( right - left ); b = ( top + bottom ) / ( top - bottom ); c = - ( far + near ) / ( far - near ); d = - 2 * far * near / ( far - near ); m.n11 = x; m.n12 = 0; m.n13 = a; m.n14 = 0; m.n21 = 0; m.n22 = y; m.n23 = b; m.n24 = 0; m.n31 = 0; m.n32 = 0; m.n33 = c; m.n34 = d; m.n41 = 0; m.n42 = 0; m.n43 = - 1; m.n44 = 0; return m; }; THREE.Matrix4.makePerspective = function ( fov, aspect, near, far ) { var ymax, ymin, xmin, xmax; ymax = near * Math.tan( fov * Math.PI / 360 ); ymin = - ymax; xmin = ymin * aspect; xmax = ymax * aspect; return THREE.Matrix4.makeFrustum( xmin, xmax, ymin, ymax, near, far ); }; THREE.Matrix4.makeOrtho = function ( left, right, top, bottom, near, far ) { var m, x, y, z, w, h, p; m = new THREE.Matrix4(); w = right - left; h = top - bottom; p = far - near; x = ( right + left ) / w; y = ( top + bottom ) / h; z = ( far + near ) / p; m.n11 = 2 / w; m.n12 = 0; m.n13 = 0; m.n14 = -x; m.n21 = 0; m.n22 = 2 / h; m.n23 = 0; m.n24 = -y; m.n31 = 0; m.n32 = 0; m.n33 = -2 / p; m.n34 = -z; m.n41 = 0; m.n42 = 0; m.n43 = 0; m.n44 = 1; return m; }; THREE.Matrix4.__v1 = new THREE.Vector3(); THREE.Matrix4.__v2 = new THREE.Vector3(); THREE.Matrix4.__v3 = new THREE.Vector3(); THREE.Matrix4.__m1 = new THREE.Matrix4(); THREE.Matrix4.__m2 = new THREE.Matrix4(); THREE.Matrix4.__m3 = new THREE.Matrix4();