Vector3.js 10.2 KB
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/**
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 * @author mrdoob / http://mrdoob.com/
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 * @author *kile / http://kile.stravaganza.org/
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 * @author philogb / http://blog.thejit.org/
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 * @author mikael emtinger / http://gomo.se/
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 * @author egraether / http://egraether.com/
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 * @author WestLangley / http://github.com/WestLangley
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 */

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THREE.Vector3 = function ( x, y, z ) {
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	this.x = x || 0;
	this.y = y || 0;
	this.z = z || 0;
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};
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THREE.Vector3.prototype = {

	constructor: THREE.Vector3,
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	set: function ( x, y, z ) {
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		this.x = x;
		this.y = y;
		this.z = z;
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		return this;
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	},
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	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

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	setComponent: function ( index, value ) {
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		switch ( index ) {
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			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			default: throw new Error( "index is out of range: " + index );
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		}
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	},
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	getComponent: function ( index ) {
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		switch ( index ) {
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			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			default: throw new Error( "index is out of range: " + index );
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		}
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	},
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	copy: function ( v ) {
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		this.x = v.x;
		this.y = v.y;
		this.z = v.z;
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		return this;
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	},
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	add: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}
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		this.x += v.x;
		this.y += v.y;
		this.z += v.z;
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		return this;

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	},
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	addScalar: function ( s ) {
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		this.x += s;
		this.y += s;
		this.z += s;
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		return this;

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	},
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	addVectors: function ( a, b ) {
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		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
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		return this;
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	},
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	sub: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}
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		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;
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		return this;

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	},
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	subVectors: function ( a, b ) {
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		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;
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		return this;
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	},
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	multiply: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
			return this.multiplyVectors( v, w );

		}
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		this.x *= v.x;
		this.y *= v.y;
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		this.z *= v.z;
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		return this;

	},

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	multiplyScalar: function ( s ) {
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		this.x *= s;
		this.y *= s;
		this.z *= s;
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		return this;

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	},
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	multiplyVectors: function ( a, b ) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	},

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	applyMatrix3: function ( m ) {
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		var x = this.x;
		var y = this.y;
		var z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[3] * y + e[6] * z;
		this.y = e[1] * x + e[4] * y + e[7] * z;
		this.z = e[2] * x + e[5] * y + e[8] * z;

		return this;

	},

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	applyMatrix4: function ( m ) {
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		// input: THREE.Matrix4 affine matrix

		var x = this.x, y = this.y, z = this.z;
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		var e = m.elements;

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		this.x = e[0] * x + e[4] * y + e[8]  * z + e[12];
		this.y = e[1] * x + e[5] * y + e[9]  * z + e[13];
		this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
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		return this;

	},

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	applyProjection: function ( m ) {

		// input: THREE.Matrix4 projection matrix

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;
		var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide

		this.x = ( e[0] * x + e[4] * y + e[8]  * z + e[12] ) * d;
		this.y = ( e[1] * x + e[5] * y + e[9]  * z + e[13] ) * d;
		this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;

		return this;

	},

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	applyQuaternion: function ( q ) {
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		var x = this.x;
		var y = this.y;
		var z = this.z;

		var qx = q.x;
		var qy = q.y;
		var qz = q.z;
		var qw = q.w;

		// calculate quat * vector

		var ix =  qw * x + qy * z - qz * y;
		var iy =  qw * y + qz * x - qx * z;
		var iz =  qw * z + qx * y - qy * x;
		var iw = -qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
		this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
		this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

		return this;

	},

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	transformDirection: function ( m ) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[4] * y + e[8]  * z;
		this.y = e[1] * x + e[5] * y + e[9]  * z;
		this.z = e[2] * x + e[6] * y + e[10] * z;

		this.normalize();

		return this;

	},

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	divide: function ( v ) {
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		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;
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	},
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	divideScalar: function ( s ) {
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		if ( s !== 0 ) {
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			this.x /= s;
			this.y /= s;
			this.z /= s;
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		} else {
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			this.x = 0;
			this.y = 0;
			this.z = 0;
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		}
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		return this;

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	},
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	min: function ( v ) {
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		if ( this.x > v.x ) {

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			this.x = v.x;
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		}
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		if ( this.y > v.y ) {

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			this.y = v.y;
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		}
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		if ( this.z > v.z ) {

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			this.z = v.z;
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		}
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		return this;

	},

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	max: function ( v ) {
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		if ( this.x < v.x ) {

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			this.x = v.x;
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		}
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		if ( this.y < v.y ) {

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			this.y = v.y;
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		}
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		if ( this.z < v.z ) {

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			this.z = v.z;
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		}
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		return this;

	},
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	clamp: function ( min, max ) {
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		// This function assumes min < max, if this assumption isn't true it will not operate correctly

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		if ( this.x < min.x ) {

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			this.x = min.x;
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		} else if ( this.x > max.x ) {

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			this.x = max.x;
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		}

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		if ( this.y < min.y ) {

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			this.y = min.y;
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		} else if ( this.y > max.y ) {

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			this.y = max.y;
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		}

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		if ( this.z < min.z ) {

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			this.z = min.z;
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		} else if ( this.z > max.z ) {

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			this.z = max.z;
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		}

		return this;
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	},

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	negate: function () {
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		return this.multiplyScalar( - 1 );
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	},
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	dot: function ( v ) {
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		return this.x * v.x + this.y * v.y + this.z * v.z;
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	},
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	lengthSq: function () {
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		return this.x * this.x + this.y * this.y + this.z * this.z;
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	},

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	length: function () {
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		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
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	},
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	lengthManhattan: function () {
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		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
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	},

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	normalize: function () {
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		return this.divideScalar( this.length() );
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	},
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	setLength: function ( l ) {
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		var oldLength = this.length();
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		if ( oldLength !== 0 && l !== oldLength  ) {
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			this.multiplyScalar( l / oldLength );
		}

		return this;
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	},
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	lerp: function ( v, alpha ) {
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		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;

		return this;

	},
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	cross: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
			return this.crossVectors( v, w );

		}
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		var x = this.x, y = this.y, z = this.z;
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		this.x = y * v.z - z * v.y;
		this.y = z * v.x - x * v.z;
		this.z = x * v.y - y * v.x;
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		return this;
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	},

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	crossVectors: function ( a, b ) {

		this.x = a.y * b.z - a.z * b.y;
		this.y = a.z * b.x - a.x * b.z;
		this.z = a.x * b.y - a.y * b.x;

		return this;

	},

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	angleTo: function ( v ) {
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		var theta = this.dot( v ) / ( this.length() * v.length() );

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		// clamp, to handle numerical problems

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		return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
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	},
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	distanceTo: function ( v ) {
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		return Math.sqrt( this.distanceToSquared( v ) );
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	},

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	distanceToSquared: function ( v ) {
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		var dx = this.x - v.x;
		var dy = this.y - v.y;
		var dz = this.z - v.z;

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		return dx * dx + dy * dy + dz * dz;
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	},
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	setEulerFromRotationMatrix: function ( m, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");

	},

	setEulerFromQuaternion: function ( q, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
		
	},

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	getPositionFromMatrix: function ( m ) {

		this.x = m.elements[12];
		this.y = m.elements[13];
		this.z = m.elements[14];

		return this;

	},

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	getScaleFromMatrix: function ( m ) {

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		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
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		this.x = sx;
		this.y = sy;
		this.z = sz;
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		return this;
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	},

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	getColumnFromMatrix: function ( index, matrix ) {
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		var offset = index * 4;
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		var me = matrix.elements;
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		this.x = me[ offset ];
		this.y = me[ offset + 1 ];
		this.z = me[ offset + 2 ];
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		return this;

	},

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	equals: function ( v ) {
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		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

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	},

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	fromArray: function ( array ) {

		this.x = array[ 0 ];
		this.y = array[ 1 ];
		this.z = array[ 2 ];

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		return this;

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	},

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	toArray: function () {

		return [ this.x, this.y, this.z ];
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	},

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	clone: function () {

		return new THREE.Vector3( this.x, this.y, this.z );

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	}
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};

THREE.extend( THREE.Vector3.prototype, {

	applyEuler: function () {

		var q1 = new THREE.Quaternion();

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		return function ( rotation ) {

			if( typeof rotation['order'] === undefined ) {
				console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
			}
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			var quaternion = q1.setFromEuler( rotation );
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			this.applyQuaternion( quaternion );

			return this;

		};

	}(),

	applyAxisAngle: function () {

		var q1 = new THREE.Quaternion();

		return function ( axis, angle ) {

			var quaternion = q1.setFromAxisAngle( axis, angle );

			this.applyQuaternion( quaternion );

			return this;

		};

	}(),

	projectOnVector: function () {

		var v1 = new THREE.Vector3();

		return function ( vector ) {

			v1.copy( vector ).normalize();
			var d = this.dot( v1 );
			return this.copy( v1 ).multiplyScalar( d );

		};

	}(),

	projectOnPlane: function () {

		var v1 = new THREE.Vector3();

		return function ( planeNormal ) {

			v1.copy( this ).projectOnVector( planeNormal );

			return this.sub( v1 );

		}

	}(),

	reflect: function () {

		var v1 = new THREE.Vector3();

		return function ( vector ) {

		    v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );

		    return this.subVectors( v1, this );

		}

	}()

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} );