/** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.Object3D = function () { this.id = THREE.Object3DCount ++; this.name = ''; this.parent = undefined; this.children = []; this.up = new THREE.Vector3( 0, 1, 0 ); this.position = new THREE.Vector3(); this.rotation = new THREE.Vector3(); this.eulerOrder = 'XYZ'; this.scale = new THREE.Vector3( 1, 1, 1 ); this.doubleSided = false; this.flipSided = false; this.renderDepth = null; this.rotationAutoUpdate = true; this.matrix = new THREE.Matrix4(); this.matrixWorld = new THREE.Matrix4(); this.matrixRotationWorld = new THREE.Matrix4(); this.matrixAutoUpdate = true; this.matrixWorldNeedsUpdate = true; this.quaternion = new THREE.Quaternion(); this.useQuaternion = false; this.boundRadius = 0.0; this.boundRadiusScale = 1.0; this.visible = true; this.castShadow = false; this.receiveShadow = false; this.frustumCulled = true; this._vector = new THREE.Vector3(); }; THREE.Object3D.prototype = { constructor: THREE.Object3D, applyMatrix: function ( matrix ) { this.matrix.multiply( matrix, this.matrix ); this.scale.getScaleFromMatrix( this.matrix ); this.rotation.getRotationFromMatrix( this.matrix, this.scale ); this.position.getPositionFromMatrix( this.matrix ); }, translate: function ( distance, axis ) { this.matrix.rotateAxis( axis ); this.position.addSelf( axis.multiplyScalar( distance ) ); }, translateX: function ( distance ) { this.translate( distance, this._vector.set( 1, 0, 0 ) ); }, translateY: function ( distance ) { this.translate( distance, this._vector.set( 0, 1, 0 ) ); }, translateZ: function ( distance ) { this.translate( distance, this._vector.set( 0, 0, 1 ) ); }, lookAt: function ( vector ) { // TODO: Add hierarchy support. this.matrix.lookAt( vector, this.position, this.up ); if ( this.rotationAutoUpdate ) { this.rotation.getRotationFromMatrix( this.matrix ); } }, add: function ( object ) { if ( object === this ) { console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); return; } if ( object instanceof THREE.Object3D ) { // && this.children.indexOf( object ) === - 1 if ( object.parent !== undefined ) { object.parent.remove( object ); } object.parent = this; this.children.push( object ); // add to scene var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__addObject( object ); } } }, remove: function ( object ) { var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = undefined; this.children.splice( index, 1 ); // remove from scene var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__removeObject( object ); } } }, getChildByName: function ( name, recursive ) { var c, cl, child; for ( c = 0, cl = this.children.length; c < cl; c ++ ) { child = this.children[ c ]; if ( child.name === name ) { return child; } if ( recursive ) { child = child.getChildByName( name, recursive ); if ( child !== undefined ) { return child; } } } return undefined; }, updateMatrix: function () { this.matrix.setPosition( this.position ); if ( this.useQuaternion ) { this.matrix.setRotationFromQuaternion( this.quaternion ); } else { this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); } if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { this.matrix.scale( this.scale ); this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); } this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent ) { this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children for ( var i = 0, l = this.children.length; i < l; i ++ ) { this.children[ i ].updateMatrixWorld( force ); } }, worldToLocal: function ( vector ) { if ( !this.__inverseMatrixWorld ) this.__inverseMatrixWorld = new THREE.Matrix4(); return this.__inverseMatrixWorld.getInverse( this.matrixWorld ).multiplyVector3( vector ); }, localToWorld: function ( vector ) { return this.matrixWorld.multiplyVector3( vector ); } }; THREE.Object3DCount = 0;