diff --git a/src/math/Matrix4.js b/src/math/Matrix4.js index ab6d63f3bef96e7c06cb176eec4c55ab48d0b709..7fad9b70d5cc278eb6af63d141f5f5bd6e23d533 100644 --- a/src/math/Matrix4.js +++ b/src/math/Matrix4.js @@ -341,7 +341,7 @@ THREE.Matrix4.prototype = { z.subVectors( eye, target ).normalize(); - if ( z.length() === 0 ) { + if ( z.lengthSq() === 0 ) { z.z = 1; @@ -349,7 +349,7 @@ THREE.Matrix4.prototype = { x.crossVectors( up, z ).normalize(); - if ( x.length() === 0 ) { + if ( x.lengthSq() === 0 ) { z.x += 0.0001; x.crossVectors( up, z ).normalize(); diff --git a/src/math/Vector3.js b/src/math/Vector3.js index 2c430ad52e9f962da1a978318dbb53cf0deb652f..d53f32ed4a40ca8698470d1f571f254a69757673 100644 --- a/src/math/Vector3.js +++ b/src/math/Vector3.js @@ -701,7 +701,7 @@ THREE.Vector3.prototype = { angleTo: function ( v ) { - var theta = this.dot( v ) / ( this.length() * v.length() ); + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); // clamp, to handle numerical problems