/** * @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.elements = new Float32Array(16); 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 ); }; 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.elements[0] = n11; this.elements[4] = n12; this.elements[8] = n13; this.elements[12] = n14; this.elements[1] = n21; this.elements[5] = n22; this.elements[9] = n23; this.elements[13] = n24; this.elements[2] = n31; this.elements[6] = n32; this.elements[10] = n33; this.elements[14] = n34; this.elements[3] = n41; this.elements[7] = n42; this.elements[11] = n43; this.elements[15] = 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.elements[0], m.elements[4], m.elements[8], m.elements[12], m.elements[1], m.elements[5], m.elements[9], m.elements[13], m.elements[2], m.elements[6], m.elements[10], m.elements[14], m.elements[3], m.elements[7], m.elements[11], m.elements[15] ); return this; }, lookAt: function ( eye, target, up ) { var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var 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.elements[0] = x.x; this.elements[4] = y.x; this.elements[8] = z.x; this.elements[1] = x.y; this.elements[5] = y.y; this.elements[9] = z.y; this.elements[2] = x.z; this.elements[6] = y.z; this.elements[10] = z.z; return this; }, multiply: function ( a, b ) { var a11 = a.elements[0], a12 = a.elements[4], a13 = a.elements[8], a14 = a.elements[12]; var a21 = a.elements[1], a22 = a.elements[5], a23 = a.elements[9], a24 = a.elements[13]; var a31 = a.elements[2], a32 = a.elements[6], a33 = a.elements[10], a34 = a.elements[14]; var a41 = a.elements[3], a42 = a.elements[7], a43 = a.elements[11], a44 = a.elements[15]; var b11 = b.elements[0], b12 = b.elements[4], b13 = b.elements[8], b14 = b.elements[12]; var b21 = b.elements[1], b22 = b.elements[5], b23 = b.elements[9], b24 = b.elements[13]; var b31 = b.elements[2], b32 = b.elements[6], b33 = b.elements[10], b34 = b.elements[14]; var b41 = b.elements[3], b42 = b.elements[7], b43 = b.elements[11], b44 = b.elements[15]; this.elements[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; this.elements[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; this.elements[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; this.elements[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; this.elements[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; this.elements[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; this.elements[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; this.elements[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; this.elements[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; this.elements[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; this.elements[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; this.elements[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; this.elements[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; this.elements[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; this.elements[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; this.elements[15] = 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.elements[0]; r[ 1 ] = this.elements[1]; r[ 2 ] = this.elements[2]; r[ 3 ] = this.elements[3]; r[ 4 ] = this.elements[4]; r[ 5 ] = this.elements[5]; r[ 6 ] = this.elements[6]; r[ 7 ] = this.elements[7]; r[ 8 ] = this.elements[8]; r[ 9 ] = this.elements[9]; r[ 10 ] = this.elements[10]; r[ 11 ] = this.elements[11]; r[ 12 ] = this.elements[12]; r[ 13 ] = this.elements[13]; r[ 14 ] = this.elements[14]; r[ 15 ] = this.elements[15]; return this; }, multiplyScalar: function ( s ) { this.elements[0] *= s; this.elements[4] *= s; this.elements[8] *= s; this.elements[12] *= s; this.elements[1] *= s; this.elements[5] *= s; this.elements[9] *= s; this.elements[13] *= s; this.elements[2] *= s; this.elements[6] *= s; this.elements[10] *= s; this.elements[14] *= s; this.elements[3] *= s; this.elements[7] *= s; this.elements[11] *= s; this.elements[15] *= s; return this; }, multiplyVector3: function ( v ) { var vx = v.x, vy = v.y, vz = v.z; var d = 1 / ( this.elements[3] * vx + this.elements[7] * vy + this.elements[11] * vz + this.elements[15] ); v.x = ( this.elements[0] * vx + this.elements[4] * vy + this.elements[8] * vz + this.elements[12] ) * d; v.y = ( this.elements[1] * vx + this.elements[5] * vy + this.elements[9] * vz + this.elements[13] ) * d; v.z = ( this.elements[2] * vx + this.elements[6] * vy + this.elements[10] * vz + this.elements[14] ) * d; return v; }, multiplyVector4: function ( v ) { var vx = v.x, vy = v.y, vz = v.z, vw = v.w; v.x = this.elements[0] * vx + this.elements[4] * vy + this.elements[8] * vz + this.elements[12] * vw; v.y = this.elements[1] * vx + this.elements[5] * vy + this.elements[9] * vz + this.elements[13] * vw; v.z = this.elements[2] * vx + this.elements[6] * vy + this.elements[10] * vz + this.elements[14] * vw; v.w = this.elements[3] * vx + this.elements[7] * vy + this.elements[11] * vz + this.elements[15] * vw; return v; }, rotateAxis: function ( v ) { var vx = v.x, vy = v.y, vz = v.z; v.x = vx * this.elements[0] + vy * this.elements[4] + vz * this.elements[8]; v.y = vx * this.elements[1] + vy * this.elements[5] + vz * this.elements[9]; v.z = vx * this.elements[2] + vy * this.elements[6] + vz * this.elements[10]; v.normalize(); return v; }, crossVector: function ( a ) { var v = new THREE.Vector4(); v.x = this.elements[0] * a.x + this.elements[4] * a.y + this.elements[8] * a.z + this.elements[12] * a.w; v.y = this.elements[1] * a.x + this.elements[5] * a.y + this.elements[9] * a.z + this.elements[13] * a.w; v.z = this.elements[2] * a.x + this.elements[6] * a.y + this.elements[10] * a.z + this.elements[14] * a.w; v.w = ( a.w ) ? this.elements[3] * a.x + this.elements[7] * a.y + this.elements[11] * a.z + this.elements[15] * a.w : 1; return v; }, determinant: function () { var n11 = this.elements[0], n12 = this.elements[4], n13 = this.elements[8], n14 = this.elements[12]; var n21 = this.elements[1], n22 = this.elements[5], n23 = this.elements[9], n24 = this.elements[13]; var n31 = this.elements[2], n32 = this.elements[6], n33 = this.elements[10], n34 = this.elements[14]; var n41 = this.elements[3], n42 = this.elements[7], n43 = this.elements[11], n44 = this.elements[15]; //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.elements[1]; this.elements[1] = this.elements[4]; this.elements[4] = tmp; tmp = this.elements[2]; this.elements[2] = this.elements[8]; this.elements[8] = tmp; tmp = this.elements[6]; this.elements[6] = this.elements[9]; this.elements[9] = tmp; tmp = this.elements[3]; this.elements[3] = this.elements[12]; this.elements[12] = tmp; tmp = this.elements[7]; this.elements[7] = this.elements[13]; this.elements[13] = tmp; tmp = this.elements[11]; this.elements[11] = this.elements[14]; this.elements[14] = tmp; return this; }, flattenToArray: function ( flat ) { flat[ 0 ] = this.elements[0]; flat[ 1 ] = this.elements[1]; flat[ 2 ] = this.elements[2]; flat[ 3 ] = this.elements[3]; flat[ 4 ] = this.elements[4]; flat[ 5 ] = this.elements[5]; flat[ 6 ] = this.elements[6]; flat[ 7 ] = this.elements[7]; flat[ 8 ] = this.elements[8]; flat[ 9 ] = this.elements[9]; flat[ 10 ] = this.elements[10]; flat[ 11 ] = this.elements[11]; flat[ 12 ] = this.elements[12]; flat[ 13 ] = this.elements[13]; flat[ 14 ] = this.elements[14]; flat[ 15 ] = this.elements[15]; return flat; }, flattenToArrayOffset: function( flat, offset ) { flat[ offset ] = this.elements[0]; flat[ offset + 1 ] = this.elements[1]; flat[ offset + 2 ] = this.elements[2]; flat[ offset + 3 ] = this.elements[3]; flat[ offset + 4 ] = this.elements[4]; flat[ offset + 5 ] = this.elements[5]; flat[ offset + 6 ] = this.elements[6]; flat[ offset + 7 ] = this.elements[7]; flat[ offset + 8 ] = this.elements[8]; flat[ offset + 9 ] = this.elements[9]; flat[ offset + 10 ] = this.elements[10]; flat[ offset + 11 ] = this.elements[11]; flat[ offset + 12 ] = this.elements[12]; flat[ offset + 13 ] = this.elements[13]; flat[ offset + 14 ] = this.elements[14]; flat[ offset + 15 ] = this.elements[15]; return flat; }, getPosition: function () { return THREE.Matrix4.__v1.set( this.elements[12], this.elements[13], this.elements[14] ); }, setPosition: function ( v ) { this.elements[12] = v.x; this.elements[13] = v.y; this.elements[14] = v.z; return this; }, getColumnX: function () { return THREE.Matrix4.__v1.set( this.elements[0], this.elements[1], this.elements[2] ); }, getColumnY: function () { return THREE.Matrix4.__v1.set( this.elements[4], this.elements[5], this.elements[6] ); }, getColumnZ: function() { return THREE.Matrix4.__v1.set( this.elements[8], this.elements[9], this.elements[10] ); }, getInverse: function ( m ) { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var n11 = m.elements[0], n12 = m.elements[4], n13 = m.elements[8], n14 = m.elements[12]; var n21 = m.elements[1], n22 = m.elements[5], n23 = m.elements[9], n24 = m.elements[13]; var n31 = m.elements[2], n32 = m.elements[6], n33 = m.elements[10], n34 = m.elements[14]; var n41 = m.elements[3], n42 = m.elements[7], n43 = m.elements[11], n44 = m.elements[15]; this.elements[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; this.elements[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; this.elements[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; this.elements[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; this.elements[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; this.elements[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; this.elements[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; this.elements[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; this.elements[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; this.elements[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; this.elements[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; this.elements[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; this.elements[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; this.elements[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; this.elements[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; this.elements[15] = 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; var a = Math.cos( x ), b = Math.sin( x ); var c = Math.cos( y ), d = Math.sin( y ); var 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.elements[0] = ce + df * b; this.elements[4] = de * b - cf; this.elements[8] = a * d; this.elements[1] = a * f; this.elements[5] = a * e; this.elements[9] = - b; this.elements[2] = cf * b - de; this.elements[6] = df + ce * b; this.elements[10] = a * c; break; case 'ZXY': var ce = c * e, cf = c * f, de = d * e, df = d * f; this.elements[0] = ce - df * b; this.elements[4] = - a * f; this.elements[8] = de + cf * b; this.elements[1] = cf + de * b; this.elements[5] = a * e; this.elements[9] = df - ce * b; this.elements[2] = - a * d; this.elements[6] = b; this.elements[10] = a * c; break; case 'ZYX': var ae = a * e, af = a * f, be = b * e, bf = b * f; this.elements[0] = c * e; this.elements[4] = be * d - af; this.elements[8] = ae * d + bf; this.elements[1] = c * f; this.elements[5] = bf * d + ae; this.elements[9] = af * d - be; this.elements[2] = - d; this.elements[6] = b * c; this.elements[10] = a * c; break; case 'YZX': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; this.elements[0] = c * e; this.elements[4] = bd - ac * f; this.elements[8] = bc * f + ad; this.elements[1] = f; this.elements[5] = a * e; this.elements[9] = - b * e; this.elements[2] = - d * e; this.elements[6] = ad * f + bc; this.elements[10] = ac - bd * f; break; case 'XZY': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; this.elements[0] = c * e; this.elements[4] = - f; this.elements[8] = d * e; this.elements[1] = ac * f + bd; this.elements[5] = a * e; this.elements[9] = ad * f - bc; this.elements[2] = bc * f - ad; this.elements[6] = b * e; this.elements[10] = bd * f + ac; break; default: // 'XYZ' var ae = a * e, af = a * f, be = b * e, bf = b * f; this.elements[0] = c * e; this.elements[4] = - c * f; this.elements[8] = d; this.elements[1] = af + be * d; this.elements[5] = ae - bf * d; this.elements[9] = - b * c; this.elements[2] = bf - ae * d; this.elements[6] = be + af * d; this.elements[10] = a * c; break; } return this; }, setRotationFromQuaternion: function( q ) { var x = q.x, y = q.y, z = q.z, w = q.w; var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; this.elements[0] = 1 - ( yy + zz ); this.elements[4] = xy - wz; this.elements[8] = xz + wy; this.elements[1] = xy + wz; this.elements[5] = 1 - ( xx + zz ); this.elements[9] = yz - wx; this.elements[2] = xz - wy; this.elements[6] = yz + wx; this.elements[10] = 1 - ( xx + yy ); return this; }, compose: function ( translation, rotation, scale ) { var mRotation = THREE.Matrix4.__m1; var mScale = THREE.Matrix4.__m2; mRotation.identity(); mRotation.setRotationFromQuaternion( rotation ); mScale.makeScale( scale.x, scale.y, scale.z ); this.multiply( mRotation, mScale ); this.elements[12] = translation.x; this.elements[13] = translation.y; this.elements[14] = 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.elements[0], this.elements[1], this.elements[2] ); y.set( this.elements[4], this.elements[5], this.elements[6] ); z.set( this.elements[8], this.elements[9], this.elements[10] ); 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.elements[12]; translation.y = this.elements[13]; translation.z = this.elements[14]; // scale the rotation part var matrix = THREE.Matrix4.__m1; matrix.copy( this ); matrix.elements[0] /= scale.x; matrix.elements[1] /= scale.x; matrix.elements[2] /= scale.x; matrix.elements[4] /= scale.y; matrix.elements[5] /= scale.y; matrix.elements[6] /= scale.y; matrix.elements[8] /= scale.z; matrix.elements[9] /= scale.z; matrix.elements[10] /= scale.z; rotation.setFromRotationMatrix( matrix ); return [ translation, rotation, scale ]; }, extractPosition: function ( m ) { this.elements[12] = m.elements[12]; this.elements[13] = m.elements[13]; this.elements[14] = m.elements[14]; return this; }, extractRotation: function ( m ) { var vector = THREE.Matrix4.__v1; var scaleX = 1 / vector.set( m.elements[0], m.elements[1], m.elements[2] ).length(); var scaleY = 1 / vector.set( m.elements[4], m.elements[5], m.elements[6] ).length(); var scaleZ = 1 / vector.set( m.elements[8], m.elements[9], m.elements[10] ).length(); this.elements[0] = m.elements[0] * scaleX; this.elements[1] = m.elements[1] * scaleX; this.elements[2] = m.elements[2] * scaleX; this.elements[4] = m.elements[4] * scaleY; this.elements[5] = m.elements[5] * scaleY; this.elements[6] = m.elements[6] * scaleY; this.elements[8] = m.elements[8] * scaleZ; this.elements[9] = m.elements[9] * scaleZ; this.elements[10] = m.elements[10] * scaleZ; return this; }, // translate: function ( v ) { var x = v.x, y = v.y, z = v.z; this.elements[12] = this.elements[0] * x + this.elements[4] * y + this.elements[8] * z + this.elements[12]; this.elements[13] = this.elements[1] * x + this.elements[5] * y + this.elements[9] * z + this.elements[13]; this.elements[14] = this.elements[2] * x + this.elements[6] * y + this.elements[10] * z + this.elements[14]; this.elements[15] = this.elements[3] * x + this.elements[7] * y + this.elements[11] * z + this.elements[15]; return this; }, rotateX: function ( angle ) { var m12 = this.elements[4]; var m22 = this.elements[5]; var m32 = this.elements[6]; var m42 = this.elements[7]; var m13 = this.elements[8]; var m23 = this.elements[9]; var m33 = this.elements[10]; var m43 = this.elements[11]; var c = Math.cos( angle ); var s = Math.sin( angle ); this.elements[4] = c * m12 + s * m13; this.elements[5] = c * m22 + s * m23; this.elements[6] = c * m32 + s * m33; this.elements[7] = c * m42 + s * m43; this.elements[8] = c * m13 - s * m12; this.elements[9] = c * m23 - s * m22; this.elements[10] = c * m33 - s * m32; this.elements[11] = c * m43 - s * m42; return this; }, rotateY: function ( angle ) { var m11 = this.elements[0]; var m21 = this.elements[1]; var m31 = this.elements[2]; var m41 = this.elements[3]; var m13 = this.elements[8]; var m23 = this.elements[9]; var m33 = this.elements[10]; var m43 = this.elements[11]; var c = Math.cos( angle ); var s = Math.sin( angle ); this.elements[0] = c * m11 - s * m13; this.elements[1] = c * m21 - s * m23; this.elements[2] = c * m31 - s * m33; this.elements[3] = c * m41 - s * m43; this.elements[8] = c * m13 + s * m11; this.elements[9] = c * m23 + s * m21; this.elements[10] = c * m33 + s * m31; this.elements[11] = c * m43 + s * m41; return this; }, rotateZ: function ( angle ) { var m11 = this.elements[0]; var m21 = this.elements[1]; var m31 = this.elements[2]; var m41 = this.elements[3]; var m12 = this.elements[4]; var m22 = this.elements[5]; var m32 = this.elements[6]; var m42 = this.elements[7]; var c = Math.cos( angle ); var s = Math.sin( angle ); this.elements[0] = c * m11 + s * m12; this.elements[1] = c * m21 + s * m22; this.elements[2] = c * m31 + s * m32; this.elements[3] = c * m41 + s * m42; this.elements[4] = c * m12 - s * m11; this.elements[5] = c * m22 - s * m21; this.elements[6] = c * m32 - s * m31; this.elements[7] = c * m42 - s * m41; 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; var 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; var c = Math.cos( angle ); var s = Math.sin( angle ); var oneMinusCosine = 1 - c; var xy = x * y * oneMinusCosine; var xz = x * z * oneMinusCosine; var yz = y * z * oneMinusCosine; var xs = x * s; var ys = y * s; var zs = z * s; var r11 = xx + (1 - xx) * c; var r21 = xy + zs; var r31 = xz - ys; var r12 = xy - zs; var r22 = yy + (1 - yy) * c; var r32 = yz + xs; var r13 = xz + ys; var r23 = yz - xs; var r33 = zz + (1 - zz) * c; var m11 = this.elements[0], m21 = this.elements[1], m31 = this.elements[2], m41 = this.elements[3]; var m12 = this.elements[4], m22 = this.elements[5], m32 = this.elements[6], m42 = this.elements[7]; var m13 = this.elements[8], m23 = this.elements[9], m33 = this.elements[10], m43 = this.elements[11]; var m14 = this.elements[12], m24 = this.elements[13], m34 = this.elements[14], m44 = this.elements[15]; this.elements[0] = r11 * m11 + r21 * m12 + r31 * m13; this.elements[1] = r11 * m21 + r21 * m22 + r31 * m23; this.elements[2] = r11 * m31 + r21 * m32 + r31 * m33; this.elements[3] = r11 * m41 + r21 * m42 + r31 * m43; this.elements[4] = r12 * m11 + r22 * m12 + r32 * m13; this.elements[5] = r12 * m21 + r22 * m22 + r32 * m23; this.elements[6] = r12 * m31 + r22 * m32 + r32 * m33; this.elements[7] = r12 * m41 + r22 * m42 + r32 * m43; this.elements[8] = r13 * m11 + r23 * m12 + r33 * m13; this.elements[9] = r13 * m21 + r23 * m22 + r33 * m23; this.elements[10] = r13 * m31 + r23 * m32 + r33 * m33; this.elements[11] = r13 * m41 + r23 * m42 + r33 * m43; return this; }, scale: function ( v ) { var x = v.x, y = v.y, z = v.z; this.elements[0] *= x; this.elements[4] *= y; this.elements[8] *= z; this.elements[1] *= x; this.elements[5] *= y; this.elements[9] *= z; this.elements[2] *= x; this.elements[6] *= y; this.elements[10] *= z; this.elements[3] *= x; this.elements[7] *= y; this.elements[11] *= z; return this; }, // makeTranslation: function ( x, y, z ) { this.set( 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 ); return this; }, makeRotationX: 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; }, makeRotationY: 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; }, makeRotationZ: 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; }, makeRotationAxis: function ( axis, angle ) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var c = Math.cos( angle ); var s = Math.sin( angle ); var t = 1 - c; var x = axis.x, y = axis.y, z = axis.z; var 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; }, makeScale: function ( x, y, z ) { this.set( x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 ); return this; }, makeFrustum: function ( left, right, bottom, top, near, far ) { var x = 2 * near / ( right - left ); var y = 2 * near / ( top - bottom ); var a = ( right + left ) / ( right - left ); var b = ( top + bottom ) / ( top - bottom ); var c = - ( far + near ) / ( far - near ); var d = - 2 * far * near / ( far - near ); this.elements[0] = x; this.elements[4] = 0; this.elements[8] = a; this.elements[12] = 0; this.elements[1] = 0; this.elements[5] = y; this.elements[9] = b; this.elements[13] = 0; this.elements[2] = 0; this.elements[6] = 0; this.elements[10] = c; this.elements[14] = d; this.elements[3] = 0; this.elements[7] = 0; this.elements[11] = - 1; this.elements[15] = 0; return this; }, makePerspective: function ( fov, aspect, near, far ) { var ymax = near * Math.tan( fov * Math.PI / 360 ); var ymin = - ymax; var xmin = ymin * aspect; var xmax = ymax * aspect; return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); }, makeOrthographic: function ( left, right, top, bottom, near, far ) { var w = right - left; var h = top - bottom; var p = far - near; var x = ( right + left ) / w; var y = ( top + bottom ) / h; var z = ( far + near ) / p; this.elements[0] = 2 / w; this.elements[4] = 0; this.elements[8] = 0; this.elements[12] = -x; this.elements[1] = 0; this.elements[5] = 2 / h; this.elements[9] = 0; this.elements[13] = -y; this.elements[2] = 0; this.elements[6] = 0; this.elements[10] = -2 / p; this.elements[14] = -z; this.elements[3] = 0; this.elements[7] = 0; this.elements[11] = 0; this.elements[15] = 1; return this; }, clone: function () { return new THREE.Matrix4( this.elements[0], this.elements[4], this.elements[8], this.elements[12], this.elements[1], this.elements[5], this.elements[9], this.elements[13], this.elements[2], this.elements[6], this.elements[10], this.elements[14], this.elements[3], this.elements[7], this.elements[11], this.elements[15] ); } }; 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();