@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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@@ -0,0 +1,1314 @@
1
+ import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';
2
+ import { Vector3 } from './Vector3.js';
3
+
4
+ /**
5
+ * Represents a 4x4 matrix.
6
+ *
7
+ * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
8
+ * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
9
+ *
10
+ * This allows a 3D vector representing a point in 3D space to undergo
11
+ * transformations such as translation, rotation, shear, scale, reflection,
12
+ * orthogonal or perspective projection and so on, by being multiplied by the
13
+ * matrix. This is known as `applying` the matrix to the vector.
14
+ *
15
+ * A Note on Row-Major and Column-Major Ordering:
16
+ *
17
+ * The constructor and {@link Matrix3#set} method take arguments in
18
+ * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
19
+ * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
20
+ * This means that calling:
21
+ * ```js
22
+ * const m = new THREE.Matrix4();
23
+ * m.set( 11, 12, 13, 14,
24
+ * 21, 22, 23, 24,
25
+ * 31, 32, 33, 34,
26
+ * 41, 42, 43, 44 );
27
+ * ```
28
+ * will result in the elements array containing:
29
+ * ```js
30
+ * m.elements = [ 11, 21, 31, 41,
31
+ * 12, 22, 32, 42,
32
+ * 13, 23, 33, 43,
33
+ * 14, 24, 34, 44 ];
34
+ * ```
35
+ * and internally all calculations are performed using column-major ordering.
36
+ * However, as the actual ordering makes no difference mathematically and
37
+ * most people are used to thinking about matrices in row-major order, the
38
+ * three.js documentation shows matrices in row-major order. Just bear in
39
+ * mind that if you are reading the source code, you'll have to take the
40
+ * transpose of any matrices outlined here to make sense of the calculations.
41
+ */
42
+ class Matrix4 {
43
+
44
+ static {
45
+
46
+ /**
47
+ * This flag can be used for type testing.
48
+ *
49
+ * @type {boolean}
50
+ * @readonly
51
+ * @default true
52
+ */
53
+ Matrix4.prototype.isMatrix4 = true;
54
+
55
+ }
56
+
57
+ /**
58
+ * Constructs a new 4x4 matrix. The arguments are supposed to be
59
+ * in row-major order. If no arguments are provided, the constructor
60
+ * initializes the matrix as an identity matrix.
61
+ *
62
+ * @param {number} [n11] - 1-1 matrix element.
63
+ * @param {number} [n12] - 1-2 matrix element.
64
+ * @param {number} [n13] - 1-3 matrix element.
65
+ * @param {number} [n14] - 1-4 matrix element.
66
+ * @param {number} [n21] - 2-1 matrix element.
67
+ * @param {number} [n22] - 2-2 matrix element.
68
+ * @param {number} [n23] - 2-3 matrix element.
69
+ * @param {number} [n24] - 2-4 matrix element.
70
+ * @param {number} [n31] - 3-1 matrix element.
71
+ * @param {number} [n32] - 3-2 matrix element.
72
+ * @param {number} [n33] - 3-3 matrix element.
73
+ * @param {number} [n34] - 3-4 matrix element.
74
+ * @param {number} [n41] - 4-1 matrix element.
75
+ * @param {number} [n42] - 4-2 matrix element.
76
+ * @param {number} [n43] - 4-3 matrix element.
77
+ * @param {number} [n44] - 4-4 matrix element.
78
+ */
79
+ constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
80
+
81
+ /**
82
+ * A column-major list of matrix values.
83
+ *
84
+ * @type {Array<number>}
85
+ */
86
+ this.elements = [
87
+
88
+ 1, 0, 0, 0,
89
+ 0, 1, 0, 0,
90
+ 0, 0, 1, 0,
91
+ 0, 0, 0, 1
92
+
93
+ ];
94
+
95
+ if ( n11 !== undefined ) {
96
+
97
+ this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
98
+
99
+ }
100
+
101
+ }
102
+
103
+ /**
104
+ * Sets the elements of the matrix.The arguments are supposed to be
105
+ * in row-major order.
106
+ *
107
+ * @param {number} [n11] - 1-1 matrix element.
108
+ * @param {number} [n12] - 1-2 matrix element.
109
+ * @param {number} [n13] - 1-3 matrix element.
110
+ * @param {number} [n14] - 1-4 matrix element.
111
+ * @param {number} [n21] - 2-1 matrix element.
112
+ * @param {number} [n22] - 2-2 matrix element.
113
+ * @param {number} [n23] - 2-3 matrix element.
114
+ * @param {number} [n24] - 2-4 matrix element.
115
+ * @param {number} [n31] - 3-1 matrix element.
116
+ * @param {number} [n32] - 3-2 matrix element.
117
+ * @param {number} [n33] - 3-3 matrix element.
118
+ * @param {number} [n34] - 3-4 matrix element.
119
+ * @param {number} [n41] - 4-1 matrix element.
120
+ * @param {number} [n42] - 4-2 matrix element.
121
+ * @param {number} [n43] - 4-3 matrix element.
122
+ * @param {number} [n44] - 4-4 matrix element.
123
+ * @return {Matrix4} A reference to this matrix.
124
+ */
125
+ set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
126
+
127
+ const te = this.elements;
128
+
129
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
130
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
131
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
132
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
133
+
134
+ return this;
135
+
136
+ }
137
+
138
+ /**
139
+ * Sets this matrix to the 4x4 identity matrix.
140
+ *
141
+ * @return {Matrix4} A reference to this matrix.
142
+ */
143
+ identity() {
144
+
145
+ this.set(
146
+
147
+ 1, 0, 0, 0,
148
+ 0, 1, 0, 0,
149
+ 0, 0, 1, 0,
150
+ 0, 0, 0, 1
151
+
152
+ );
153
+
154
+ return this;
155
+
156
+ }
157
+
158
+ /**
159
+ * Returns a matrix with copied values from this instance.
160
+ *
161
+ * @return {Matrix4} A clone of this instance.
162
+ */
163
+ clone() {
164
+
165
+ return new Matrix4().fromArray( this.elements );
166
+
167
+ }
168
+
169
+ /**
170
+ * Copies the values of the given matrix to this instance.
171
+ *
172
+ * @param {Matrix4} m - The matrix to copy.
173
+ * @return {Matrix4} A reference to this matrix.
174
+ */
175
+ copy( m ) {
176
+
177
+ const te = this.elements;
178
+ const me = m.elements;
179
+
180
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
181
+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
182
+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
183
+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
184
+
185
+ return this;
186
+
187
+ }
188
+
189
+ /**
190
+ * Copies the translation component of the given matrix
191
+ * into this matrix's translation component.
192
+ *
193
+ * @param {Matrix4} m - The matrix to copy the translation component.
194
+ * @return {Matrix4} A reference to this matrix.
195
+ */
196
+ copyPosition( m ) {
197
+
198
+ const te = this.elements, me = m.elements;
199
+
200
+ te[ 12 ] = me[ 12 ];
201
+ te[ 13 ] = me[ 13 ];
202
+ te[ 14 ] = me[ 14 ];
203
+
204
+ return this;
205
+
206
+ }
207
+
208
+ /**
209
+ * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
210
+ *
211
+ * @param {Matrix3} m - The 3x3 matrix.
212
+ * @return {Matrix4} A reference to this matrix.
213
+ */
214
+ setFromMatrix3( m ) {
215
+
216
+ const me = m.elements;
217
+
218
+ this.set(
219
+
220
+ me[ 0 ], me[ 3 ], me[ 6 ], 0,
221
+ me[ 1 ], me[ 4 ], me[ 7 ], 0,
222
+ me[ 2 ], me[ 5 ], me[ 8 ], 0,
223
+ 0, 0, 0, 1
224
+
225
+ );
226
+
227
+ return this;
228
+
229
+ }
230
+
231
+ /**
232
+ * Extracts the basis of this matrix into the three axis vectors provided.
233
+ *
234
+ * @param {Vector3} xAxis - The basis's x axis.
235
+ * @param {Vector3} yAxis - The basis's y axis.
236
+ * @param {Vector3} zAxis - The basis's z axis.
237
+ * @return {Matrix4} A reference to this matrix.
238
+ */
239
+ extractBasis( xAxis, yAxis, zAxis ) {
240
+
241
+ if ( this.determinant() === 0 ) {
242
+
243
+ xAxis.set( 1, 0, 0 );
244
+ yAxis.set( 0, 1, 0 );
245
+ zAxis.set( 0, 0, 1 );
246
+
247
+ return this;
248
+
249
+ }
250
+
251
+ xAxis.setFromMatrixColumn( this, 0 );
252
+ yAxis.setFromMatrixColumn( this, 1 );
253
+ zAxis.setFromMatrixColumn( this, 2 );
254
+
255
+ return this;
256
+
257
+ }
258
+
259
+ /**
260
+ * Sets the given basis vectors to this matrix.
261
+ *
262
+ * @param {Vector3} xAxis - The basis's x axis.
263
+ * @param {Vector3} yAxis - The basis's y axis.
264
+ * @param {Vector3} zAxis - The basis's z axis.
265
+ * @return {Matrix4} A reference to this matrix.
266
+ */
267
+ makeBasis( xAxis, yAxis, zAxis ) {
268
+
269
+ this.set(
270
+ xAxis.x, yAxis.x, zAxis.x, 0,
271
+ xAxis.y, yAxis.y, zAxis.y, 0,
272
+ xAxis.z, yAxis.z, zAxis.z, 0,
273
+ 0, 0, 0, 1
274
+ );
275
+
276
+ return this;
277
+
278
+ }
279
+
280
+ /**
281
+ * Extracts the rotation component of the given matrix
282
+ * into this matrix's rotation component.
283
+ *
284
+ * Note: This method does not support reflection matrices.
285
+ *
286
+ * @param {Matrix4} m - The matrix.
287
+ * @return {Matrix4} A reference to this matrix.
288
+ */
289
+ extractRotation( m ) {
290
+
291
+ if ( m.determinant() === 0 ) {
292
+
293
+ return this.identity();
294
+
295
+ }
296
+
297
+ const te = this.elements;
298
+ const me = m.elements;
299
+
300
+ const scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
301
+ const scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
302
+ const scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
303
+
304
+ te[ 0 ] = me[ 0 ] * scaleX;
305
+ te[ 1 ] = me[ 1 ] * scaleX;
306
+ te[ 2 ] = me[ 2 ] * scaleX;
307
+ te[ 3 ] = 0;
308
+
309
+ te[ 4 ] = me[ 4 ] * scaleY;
310
+ te[ 5 ] = me[ 5 ] * scaleY;
311
+ te[ 6 ] = me[ 6 ] * scaleY;
312
+ te[ 7 ] = 0;
313
+
314
+ te[ 8 ] = me[ 8 ] * scaleZ;
315
+ te[ 9 ] = me[ 9 ] * scaleZ;
316
+ te[ 10 ] = me[ 10 ] * scaleZ;
317
+ te[ 11 ] = 0;
318
+
319
+ te[ 12 ] = 0;
320
+ te[ 13 ] = 0;
321
+ te[ 14 ] = 0;
322
+ te[ 15 ] = 1;
323
+
324
+ return this;
325
+
326
+ }
327
+
328
+ /**
329
+ * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
330
+ * the rotation specified by the given Euler angles. The rest of
331
+ * the matrix is set to the identity. Depending on the {@link Euler#order},
332
+ * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
333
+ * for a complete list.
334
+ *
335
+ * @param {Euler} euler - The Euler angles.
336
+ * @return {Matrix4} A reference to this matrix.
337
+ */
338
+ makeRotationFromEuler( euler ) {
339
+
340
+ const te = this.elements;
341
+
342
+ const x = euler.x, y = euler.y, z = euler.z;
343
+ const a = Math.cos( x ), b = Math.sin( x );
344
+ const c = Math.cos( y ), d = Math.sin( y );
345
+ const e = Math.cos( z ), f = Math.sin( z );
346
+
347
+ if ( euler.order === 'XYZ' ) {
348
+
349
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
350
+
351
+ te[ 0 ] = c * e;
352
+ te[ 4 ] = - c * f;
353
+ te[ 8 ] = d;
354
+
355
+ te[ 1 ] = af + be * d;
356
+ te[ 5 ] = ae - bf * d;
357
+ te[ 9 ] = - b * c;
358
+
359
+ te[ 2 ] = bf - ae * d;
360
+ te[ 6 ] = be + af * d;
361
+ te[ 10 ] = a * c;
362
+
363
+ } else if ( euler.order === 'YXZ' ) {
364
+
365
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
366
+
367
+ te[ 0 ] = ce + df * b;
368
+ te[ 4 ] = de * b - cf;
369
+ te[ 8 ] = a * d;
370
+
371
+ te[ 1 ] = a * f;
372
+ te[ 5 ] = a * e;
373
+ te[ 9 ] = - b;
374
+
375
+ te[ 2 ] = cf * b - de;
376
+ te[ 6 ] = df + ce * b;
377
+ te[ 10 ] = a * c;
378
+
379
+ } else if ( euler.order === 'ZXY' ) {
380
+
381
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
382
+
383
+ te[ 0 ] = ce - df * b;
384
+ te[ 4 ] = - a * f;
385
+ te[ 8 ] = de + cf * b;
386
+
387
+ te[ 1 ] = cf + de * b;
388
+ te[ 5 ] = a * e;
389
+ te[ 9 ] = df - ce * b;
390
+
391
+ te[ 2 ] = - a * d;
392
+ te[ 6 ] = b;
393
+ te[ 10 ] = a * c;
394
+
395
+ } else if ( euler.order === 'ZYX' ) {
396
+
397
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
398
+
399
+ te[ 0 ] = c * e;
400
+ te[ 4 ] = be * d - af;
401
+ te[ 8 ] = ae * d + bf;
402
+
403
+ te[ 1 ] = c * f;
404
+ te[ 5 ] = bf * d + ae;
405
+ te[ 9 ] = af * d - be;
406
+
407
+ te[ 2 ] = - d;
408
+ te[ 6 ] = b * c;
409
+ te[ 10 ] = a * c;
410
+
411
+ } else if ( euler.order === 'YZX' ) {
412
+
413
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
414
+
415
+ te[ 0 ] = c * e;
416
+ te[ 4 ] = bd - ac * f;
417
+ te[ 8 ] = bc * f + ad;
418
+
419
+ te[ 1 ] = f;
420
+ te[ 5 ] = a * e;
421
+ te[ 9 ] = - b * e;
422
+
423
+ te[ 2 ] = - d * e;
424
+ te[ 6 ] = ad * f + bc;
425
+ te[ 10 ] = ac - bd * f;
426
+
427
+ } else if ( euler.order === 'XZY' ) {
428
+
429
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
430
+
431
+ te[ 0 ] = c * e;
432
+ te[ 4 ] = - f;
433
+ te[ 8 ] = d * e;
434
+
435
+ te[ 1 ] = ac * f + bd;
436
+ te[ 5 ] = a * e;
437
+ te[ 9 ] = ad * f - bc;
438
+
439
+ te[ 2 ] = bc * f - ad;
440
+ te[ 6 ] = b * e;
441
+ te[ 10 ] = bd * f + ac;
442
+
443
+ }
444
+
445
+ // bottom row
446
+ te[ 3 ] = 0;
447
+ te[ 7 ] = 0;
448
+ te[ 11 ] = 0;
449
+
450
+ // last column
451
+ te[ 12 ] = 0;
452
+ te[ 13 ] = 0;
453
+ te[ 14 ] = 0;
454
+ te[ 15 ] = 1;
455
+
456
+ return this;
457
+
458
+ }
459
+
460
+ /**
461
+ * Sets the rotation component of this matrix to the rotation specified by
462
+ * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
463
+ * The rest of the matrix is set to the identity.
464
+ *
465
+ * @param {Quaternion} q - The Quaternion.
466
+ * @return {Matrix4} A reference to this matrix.
467
+ */
468
+ makeRotationFromQuaternion( q ) {
469
+
470
+ return this.compose( _zero, q, _one );
471
+
472
+ }
473
+
474
+ /**
475
+ * Sets the rotation component of the transformation matrix, looking from `eye` towards
476
+ * `target`, and oriented by the up-direction.
477
+ *
478
+ * @param {Vector3} eye - The eye vector.
479
+ * @param {Vector3} target - The target vector.
480
+ * @param {Vector3} up - The up vector.
481
+ * @return {Matrix4} A reference to this matrix.
482
+ */
483
+ lookAt( eye, target, up ) {
484
+
485
+ const te = this.elements;
486
+
487
+ _z.subVectors( eye, target );
488
+
489
+ if ( _z.lengthSq() === 0 ) {
490
+
491
+ // eye and target are in the same position
492
+
493
+ _z.z = 1;
494
+
495
+ }
496
+
497
+ _z.normalize();
498
+ _x.crossVectors( up, _z );
499
+
500
+ if ( _x.lengthSq() === 0 ) {
501
+
502
+ // up and z are parallel
503
+
504
+ if ( Math.abs( up.z ) === 1 ) {
505
+
506
+ _z.x += 0.0001;
507
+
508
+ } else {
509
+
510
+ _z.z += 0.0001;
511
+
512
+ }
513
+
514
+ _z.normalize();
515
+ _x.crossVectors( up, _z );
516
+
517
+ }
518
+
519
+ _x.normalize();
520
+ _y.crossVectors( _z, _x );
521
+
522
+ te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
523
+ te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
524
+ te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
525
+
526
+ return this;
527
+
528
+ }
529
+
530
+ /**
531
+ * Post-multiplies this matrix by the given 4x4 matrix.
532
+ *
533
+ * @param {Matrix4} m - The matrix to multiply with.
534
+ * @return {Matrix4} A reference to this matrix.
535
+ */
536
+ multiply( m ) {
537
+
538
+ return this.multiplyMatrices( this, m );
539
+
540
+ }
541
+
542
+ /**
543
+ * Pre-multiplies this matrix by the given 4x4 matrix.
544
+ *
545
+ * @param {Matrix4} m - The matrix to multiply with.
546
+ * @return {Matrix4} A reference to this matrix.
547
+ */
548
+ premultiply( m ) {
549
+
550
+ return this.multiplyMatrices( m, this );
551
+
552
+ }
553
+
554
+ /**
555
+ * Multiples the given 4x4 matrices and stores the result
556
+ * in this matrix.
557
+ *
558
+ * @param {Matrix4} a - The first matrix.
559
+ * @param {Matrix4} b - The second matrix.
560
+ * @return {Matrix4} A reference to this matrix.
561
+ */
562
+ multiplyMatrices( a, b ) {
563
+
564
+ const ae = a.elements;
565
+ const be = b.elements;
566
+ const te = this.elements;
567
+
568
+ const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
569
+ const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
570
+ const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
571
+ const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
572
+
573
+ const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
574
+ const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
575
+ const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
576
+ const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
577
+
578
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
579
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
580
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
581
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
582
+
583
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
584
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
585
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
586
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
587
+
588
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
589
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
590
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
591
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
592
+
593
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
594
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
595
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
596
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
597
+
598
+ return this;
599
+
600
+ }
601
+
602
+ /**
603
+ * Multiplies every component of the matrix by the given scalar.
604
+ *
605
+ * @param {number} s - The scalar.
606
+ * @return {Matrix4} A reference to this matrix.
607
+ */
608
+ multiplyScalar( s ) {
609
+
610
+ const te = this.elements;
611
+
612
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
613
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
614
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
615
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
616
+
617
+ return this;
618
+
619
+ }
620
+
621
+ /**
622
+ * Computes and returns the determinant of this matrix.
623
+ *
624
+ * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
625
+ *
626
+ * @return {number} The determinant.
627
+ */
628
+ determinant() {
629
+
630
+ const te = this.elements;
631
+
632
+ const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
633
+ const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
634
+ const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
635
+ const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
636
+
637
+ const t11 = n23 * n34 - n24 * n33;
638
+ const t12 = n22 * n34 - n24 * n32;
639
+ const t13 = n22 * n33 - n23 * n32;
640
+
641
+ const t21 = n21 * n34 - n24 * n31;
642
+ const t22 = n21 * n33 - n23 * n31;
643
+ const t23 = n21 * n32 - n22 * n31;
644
+
645
+ return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
646
+ n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
647
+ n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
648
+ n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
649
+
650
+ }
651
+
652
+ /**
653
+ * Transposes this matrix in place.
654
+ *
655
+ * @return {Matrix4} A reference to this matrix.
656
+ */
657
+ transpose() {
658
+
659
+ const te = this.elements;
660
+ let tmp;
661
+
662
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
663
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
664
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
665
+
666
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
667
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
668
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
669
+
670
+ return this;
671
+
672
+ }
673
+
674
+ /**
675
+ * Sets the position component for this matrix from the given vector,
676
+ * without affecting the rest of the matrix.
677
+ *
678
+ * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
679
+ * @param {number} y - The y component of the vector.
680
+ * @param {number} z - The z component of the vector.
681
+ * @return {Matrix4} A reference to this matrix.
682
+ */
683
+ setPosition( x, y, z ) {
684
+
685
+ const te = this.elements;
686
+
687
+ if ( x.isVector3 ) {
688
+
689
+ te[ 12 ] = x.x;
690
+ te[ 13 ] = x.y;
691
+ te[ 14 ] = x.z;
692
+
693
+ } else {
694
+
695
+ te[ 12 ] = x;
696
+ te[ 13 ] = y;
697
+ te[ 14 ] = z;
698
+
699
+ }
700
+
701
+ return this;
702
+
703
+ }
704
+
705
+ /**
706
+ * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
707
+ * You can not invert with a determinant of zero. If you attempt this, the method produces
708
+ * a zero matrix instead.
709
+ *
710
+ * @return {Matrix4} A reference to this matrix.
711
+ */
712
+ invert() {
713
+
714
+ // based on https://github.com/toji/gl-matrix
715
+ const te = this.elements,
716
+
717
+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
718
+ n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
719
+ n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
720
+ n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
721
+
722
+ t1 = n11 * n22 - n21 * n12,
723
+ t2 = n11 * n32 - n31 * n12,
724
+ t3 = n11 * n42 - n41 * n12,
725
+ t4 = n21 * n32 - n31 * n22,
726
+ t5 = n21 * n42 - n41 * n22,
727
+ t6 = n31 * n42 - n41 * n32,
728
+ t7 = n13 * n24 - n23 * n14,
729
+ t8 = n13 * n34 - n33 * n14,
730
+ t9 = n13 * n44 - n43 * n14,
731
+ t10 = n23 * n34 - n33 * n24,
732
+ t11 = n23 * n44 - n43 * n24,
733
+ t12 = n33 * n44 - n43 * n34;
734
+
735
+ const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
736
+
737
+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
738
+
739
+ const detInv = 1 / det;
740
+
741
+ te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
742
+ te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
743
+ te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
744
+ te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
745
+
746
+ te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
747
+ te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
748
+ te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
749
+ te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
750
+
751
+ te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
752
+ te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
753
+ te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
754
+ te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
755
+
756
+ te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
757
+ te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
758
+ te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
759
+ te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
760
+
761
+ return this;
762
+
763
+ }
764
+
765
+ /**
766
+ * Multiplies the columns of this matrix by the given vector.
767
+ *
768
+ * @param {Vector3} v - The scale vector.
769
+ * @return {Matrix4} A reference to this matrix.
770
+ */
771
+ scale( v ) {
772
+
773
+ const te = this.elements;
774
+ const x = v.x, y = v.y, z = v.z;
775
+
776
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
777
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
778
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
779
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
780
+
781
+ return this;
782
+
783
+ }
784
+
785
+ /**
786
+ * Gets the maximum scale value of the three axes.
787
+ *
788
+ * @return {number} The maximum scale.
789
+ */
790
+ getMaxScaleOnAxis() {
791
+
792
+ const te = this.elements;
793
+
794
+ const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
795
+ const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
796
+ const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
797
+
798
+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
799
+
800
+ }
801
+
802
+ /**
803
+ * Sets this matrix as a translation transform from the given vector.
804
+ *
805
+ * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
806
+ * @param {number} y - The amount to translate in the Y axis.
807
+ * @param {number} z - The amount to translate in the z axis.
808
+ * @return {Matrix4} A reference to this matrix.
809
+ */
810
+ makeTranslation( x, y, z ) {
811
+
812
+ if ( x.isVector3 ) {
813
+
814
+ this.set(
815
+
816
+ 1, 0, 0, x.x,
817
+ 0, 1, 0, x.y,
818
+ 0, 0, 1, x.z,
819
+ 0, 0, 0, 1
820
+
821
+ );
822
+
823
+ } else {
824
+
825
+ this.set(
826
+
827
+ 1, 0, 0, x,
828
+ 0, 1, 0, y,
829
+ 0, 0, 1, z,
830
+ 0, 0, 0, 1
831
+
832
+ );
833
+
834
+ }
835
+
836
+ return this;
837
+
838
+ }
839
+
840
+ /**
841
+ * Sets this matrix as a rotational transformation around the X axis by
842
+ * the given angle.
843
+ *
844
+ * @param {number} theta - The rotation in radians.
845
+ * @return {Matrix4} A reference to this matrix.
846
+ */
847
+ makeRotationX( theta ) {
848
+
849
+ const c = Math.cos( theta ), s = Math.sin( theta );
850
+
851
+ this.set(
852
+
853
+ 1, 0, 0, 0,
854
+ 0, c, - s, 0,
855
+ 0, s, c, 0,
856
+ 0, 0, 0, 1
857
+
858
+ );
859
+
860
+ return this;
861
+
862
+ }
863
+
864
+ /**
865
+ * Sets this matrix as a rotational transformation around the Y axis by
866
+ * the given angle.
867
+ *
868
+ * @param {number} theta - The rotation in radians.
869
+ * @return {Matrix4} A reference to this matrix.
870
+ */
871
+ makeRotationY( theta ) {
872
+
873
+ const c = Math.cos( theta ), s = Math.sin( theta );
874
+
875
+ this.set(
876
+
877
+ c, 0, s, 0,
878
+ 0, 1, 0, 0,
879
+ - s, 0, c, 0,
880
+ 0, 0, 0, 1
881
+
882
+ );
883
+
884
+ return this;
885
+
886
+ }
887
+
888
+ /**
889
+ * Sets this matrix as a rotational transformation around the Z axis by
890
+ * the given angle.
891
+ *
892
+ * @param {number} theta - The rotation in radians.
893
+ * @return {Matrix4} A reference to this matrix.
894
+ */
895
+ makeRotationZ( theta ) {
896
+
897
+ const c = Math.cos( theta ), s = Math.sin( theta );
898
+
899
+ this.set(
900
+
901
+ c, - s, 0, 0,
902
+ s, c, 0, 0,
903
+ 0, 0, 1, 0,
904
+ 0, 0, 0, 1
905
+
906
+ );
907
+
908
+ return this;
909
+
910
+ }
911
+
912
+ /**
913
+ * Sets this matrix as a rotational transformation around the given axis by
914
+ * the given angle.
915
+ *
916
+ * This is a somewhat controversial but mathematically sound alternative to
917
+ * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
918
+ *
919
+ * @param {Vector3} axis - The normalized rotation axis.
920
+ * @param {number} angle - The rotation in radians.
921
+ * @return {Matrix4} A reference to this matrix.
922
+ */
923
+ makeRotationAxis( axis, angle ) {
924
+
925
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
926
+
927
+ const c = Math.cos( angle );
928
+ const s = Math.sin( angle );
929
+ const t = 1 - c;
930
+ const x = axis.x, y = axis.y, z = axis.z;
931
+ const tx = t * x, ty = t * y;
932
+
933
+ this.set(
934
+
935
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
936
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
937
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
938
+ 0, 0, 0, 1
939
+
940
+ );
941
+
942
+ return this;
943
+
944
+ }
945
+
946
+ /**
947
+ * Sets this matrix as a scale transformation.
948
+ *
949
+ * @param {number} x - The amount to scale in the X axis.
950
+ * @param {number} y - The amount to scale in the Y axis.
951
+ * @param {number} z - The amount to scale in the Z axis.
952
+ * @return {Matrix4} A reference to this matrix.
953
+ */
954
+ makeScale( x, y, z ) {
955
+
956
+ this.set(
957
+
958
+ x, 0, 0, 0,
959
+ 0, y, 0, 0,
960
+ 0, 0, z, 0,
961
+ 0, 0, 0, 1
962
+
963
+ );
964
+
965
+ return this;
966
+
967
+ }
968
+
969
+ /**
970
+ * Sets this matrix as a shear transformation.
971
+ *
972
+ * @param {number} xy - The amount to shear X by Y.
973
+ * @param {number} xz - The amount to shear X by Z.
974
+ * @param {number} yx - The amount to shear Y by X.
975
+ * @param {number} yz - The amount to shear Y by Z.
976
+ * @param {number} zx - The amount to shear Z by X.
977
+ * @param {number} zy - The amount to shear Z by Y.
978
+ * @return {Matrix4} A reference to this matrix.
979
+ */
980
+ makeShear( xy, xz, yx, yz, zx, zy ) {
981
+
982
+ this.set(
983
+
984
+ 1, yx, zx, 0,
985
+ xy, 1, zy, 0,
986
+ xz, yz, 1, 0,
987
+ 0, 0, 0, 1
988
+
989
+ );
990
+
991
+ return this;
992
+
993
+ }
994
+
995
+ /**
996
+ * Sets this matrix to the transformation composed of the given position,
997
+ * rotation (Quaternion) and scale.
998
+ *
999
+ * @param {Vector3} position - The position vector.
1000
+ * @param {Quaternion} quaternion - The rotation as a Quaternion.
1001
+ * @param {Vector3} scale - The scale vector.
1002
+ * @return {Matrix4} A reference to this matrix.
1003
+ */
1004
+ compose( position, quaternion, scale ) {
1005
+
1006
+ const te = this.elements;
1007
+
1008
+ const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
1009
+ const x2 = x + x, y2 = y + y, z2 = z + z;
1010
+ const xx = x * x2, xy = x * y2, xz = x * z2;
1011
+ const yy = y * y2, yz = y * z2, zz = z * z2;
1012
+ const wx = w * x2, wy = w * y2, wz = w * z2;
1013
+
1014
+ const sx = scale.x, sy = scale.y, sz = scale.z;
1015
+
1016
+ te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
1017
+ te[ 1 ] = ( xy + wz ) * sx;
1018
+ te[ 2 ] = ( xz - wy ) * sx;
1019
+ te[ 3 ] = 0;
1020
+
1021
+ te[ 4 ] = ( xy - wz ) * sy;
1022
+ te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
1023
+ te[ 6 ] = ( yz + wx ) * sy;
1024
+ te[ 7 ] = 0;
1025
+
1026
+ te[ 8 ] = ( xz + wy ) * sz;
1027
+ te[ 9 ] = ( yz - wx ) * sz;
1028
+ te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
1029
+ te[ 11 ] = 0;
1030
+
1031
+ te[ 12 ] = position.x;
1032
+ te[ 13 ] = position.y;
1033
+ te[ 14 ] = position.z;
1034
+ te[ 15 ] = 1;
1035
+
1036
+ return this;
1037
+
1038
+ }
1039
+
1040
+ /**
1041
+ * Decomposes this matrix into its position, rotation and scale components
1042
+ * and provides the result in the given objects.
1043
+ *
1044
+ * Note: Not all matrices are decomposable in this way. For example, if an
1045
+ * object has a non-uniformly scaled parent, then the object's world matrix
1046
+ * may not be decomposable, and this method may not be appropriate.
1047
+ *
1048
+ * @param {Vector3} position - The position vector.
1049
+ * @param {Quaternion} quaternion - The rotation as a Quaternion.
1050
+ * @param {Vector3} scale - The scale vector.
1051
+ * @return {Matrix4} A reference to this matrix.
1052
+ */
1053
+ decompose( position, quaternion, scale ) {
1054
+
1055
+ const te = this.elements;
1056
+
1057
+ position.x = te[ 12 ];
1058
+ position.y = te[ 13 ];
1059
+ position.z = te[ 14 ];
1060
+
1061
+ const det = this.determinant();
1062
+
1063
+ if ( det === 0 ) {
1064
+
1065
+ scale.set( 1, 1, 1 );
1066
+ quaternion.identity();
1067
+
1068
+ return this;
1069
+
1070
+ }
1071
+
1072
+ let sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
1073
+ const sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
1074
+ const sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
1075
+
1076
+ // if determinant is negative, we need to invert one scale
1077
+ if ( det < 0 ) sx = - sx;
1078
+
1079
+ // scale the rotation part
1080
+ _m1.copy( this );
1081
+
1082
+ const invSX = 1 / sx;
1083
+ const invSY = 1 / sy;
1084
+ const invSZ = 1 / sz;
1085
+
1086
+ _m1.elements[ 0 ] *= invSX;
1087
+ _m1.elements[ 1 ] *= invSX;
1088
+ _m1.elements[ 2 ] *= invSX;
1089
+
1090
+ _m1.elements[ 4 ] *= invSY;
1091
+ _m1.elements[ 5 ] *= invSY;
1092
+ _m1.elements[ 6 ] *= invSY;
1093
+
1094
+ _m1.elements[ 8 ] *= invSZ;
1095
+ _m1.elements[ 9 ] *= invSZ;
1096
+ _m1.elements[ 10 ] *= invSZ;
1097
+
1098
+ quaternion.setFromRotationMatrix( _m1 );
1099
+
1100
+ scale.x = sx;
1101
+ scale.y = sy;
1102
+ scale.z = sz;
1103
+
1104
+ return this;
1105
+
1106
+ }
1107
+
1108
+ /**
1109
+ * Creates a perspective projection matrix. This is used internally by
1110
+ * {@link PerspectiveCamera#updateProjectionMatrix}.
1111
+
1112
+ * @param {number} left - Left boundary of the viewing frustum at the near plane.
1113
+ * @param {number} right - Right boundary of the viewing frustum at the near plane.
1114
+ * @param {number} top - Top boundary of the viewing frustum at the near plane.
1115
+ * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
1116
+ * @param {number} near - The distance from the camera to the near plane.
1117
+ * @param {number} far - The distance from the camera to the far plane.
1118
+ * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
1119
+ * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
1120
+ * @return {Matrix4} A reference to this matrix.
1121
+ */
1122
+ makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
1123
+
1124
+ const te = this.elements;
1125
+
1126
+ const x = 2 * near / ( right - left );
1127
+ const y = 2 * near / ( top - bottom );
1128
+
1129
+ const a = ( right + left ) / ( right - left );
1130
+ const b = ( top + bottom ) / ( top - bottom );
1131
+
1132
+ let c, d;
1133
+
1134
+ if ( reversedDepth ) {
1135
+
1136
+ c = near / ( far - near );
1137
+ d = ( far * near ) / ( far - near );
1138
+
1139
+ } else {
1140
+
1141
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
1142
+
1143
+ c = - ( far + near ) / ( far - near );
1144
+ d = ( - 2 * far * near ) / ( far - near );
1145
+
1146
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
1147
+
1148
+ c = - far / ( far - near );
1149
+ d = ( - far * near ) / ( far - near );
1150
+
1151
+ } else {
1152
+
1153
+ throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
1154
+
1155
+ }
1156
+
1157
+ }
1158
+
1159
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
1160
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
1161
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
1162
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
1163
+
1164
+ return this;
1165
+
1166
+ }
1167
+
1168
+ /**
1169
+ * Creates a orthographic projection matrix. This is used internally by
1170
+ * {@link OrthographicCamera#updateProjectionMatrix}.
1171
+
1172
+ * @param {number} left - Left boundary of the viewing frustum at the near plane.
1173
+ * @param {number} right - Right boundary of the viewing frustum at the near plane.
1174
+ * @param {number} top - Top boundary of the viewing frustum at the near plane.
1175
+ * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
1176
+ * @param {number} near - The distance from the camera to the near plane.
1177
+ * @param {number} far - The distance from the camera to the far plane.
1178
+ * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
1179
+ * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
1180
+ * @return {Matrix4} A reference to this matrix.
1181
+ */
1182
+ makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
1183
+
1184
+ const te = this.elements;
1185
+
1186
+ const x = 2 / ( right - left );
1187
+ const y = 2 / ( top - bottom );
1188
+
1189
+ const a = - ( right + left ) / ( right - left );
1190
+ const b = - ( top + bottom ) / ( top - bottom );
1191
+
1192
+ let c, d;
1193
+
1194
+ if ( reversedDepth ) {
1195
+
1196
+ c = 1 / ( far - near );
1197
+ d = far / ( far - near );
1198
+
1199
+ } else {
1200
+
1201
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
1202
+
1203
+ c = - 2 / ( far - near );
1204
+ d = - ( far + near ) / ( far - near );
1205
+
1206
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
1207
+
1208
+ c = - 1 / ( far - near );
1209
+ d = - near / ( far - near );
1210
+
1211
+ } else {
1212
+
1213
+ throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
1214
+
1215
+ }
1216
+
1217
+ }
1218
+
1219
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
1220
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
1221
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
1222
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
1223
+
1224
+ return this;
1225
+
1226
+ }
1227
+
1228
+ /**
1229
+ * Returns `true` if this matrix is equal with the given one.
1230
+ *
1231
+ * @param {Matrix4} matrix - The matrix to test for equality.
1232
+ * @return {boolean} Whether this matrix is equal with the given one.
1233
+ */
1234
+ equals( matrix ) {
1235
+
1236
+ const te = this.elements;
1237
+ const me = matrix.elements;
1238
+
1239
+ for ( let i = 0; i < 16; i ++ ) {
1240
+
1241
+ if ( te[ i ] !== me[ i ] ) return false;
1242
+
1243
+ }
1244
+
1245
+ return true;
1246
+
1247
+ }
1248
+
1249
+ /**
1250
+ * Sets the elements of the matrix from the given array.
1251
+ *
1252
+ * @param {Array<number>} array - The matrix elements in column-major order.
1253
+ * @param {number} [offset=0] - Index of the first element in the array.
1254
+ * @return {Matrix4} A reference to this matrix.
1255
+ */
1256
+ fromArray( array, offset = 0 ) {
1257
+
1258
+ for ( let i = 0; i < 16; i ++ ) {
1259
+
1260
+ this.elements[ i ] = array[ i + offset ];
1261
+
1262
+ }
1263
+
1264
+ return this;
1265
+
1266
+ }
1267
+
1268
+ /**
1269
+ * Writes the elements of this matrix to the given array. If no array is provided,
1270
+ * the method returns a new instance.
1271
+ *
1272
+ * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
1273
+ * @param {number} [offset=0] - Index of the first element in the array.
1274
+ * @return {Array<number>} The matrix elements in column-major order.
1275
+ */
1276
+ toArray( array = [], offset = 0 ) {
1277
+
1278
+ const te = this.elements;
1279
+
1280
+ array[ offset ] = te[ 0 ];
1281
+ array[ offset + 1 ] = te[ 1 ];
1282
+ array[ offset + 2 ] = te[ 2 ];
1283
+ array[ offset + 3 ] = te[ 3 ];
1284
+
1285
+ array[ offset + 4 ] = te[ 4 ];
1286
+ array[ offset + 5 ] = te[ 5 ];
1287
+ array[ offset + 6 ] = te[ 6 ];
1288
+ array[ offset + 7 ] = te[ 7 ];
1289
+
1290
+ array[ offset + 8 ] = te[ 8 ];
1291
+ array[ offset + 9 ] = te[ 9 ];
1292
+ array[ offset + 10 ] = te[ 10 ];
1293
+ array[ offset + 11 ] = te[ 11 ];
1294
+
1295
+ array[ offset + 12 ] = te[ 12 ];
1296
+ array[ offset + 13 ] = te[ 13 ];
1297
+ array[ offset + 14 ] = te[ 14 ];
1298
+ array[ offset + 15 ] = te[ 15 ];
1299
+
1300
+ return array;
1301
+
1302
+ }
1303
+
1304
+ }
1305
+
1306
+ const _v1 = /*@__PURE__*/ new Vector3();
1307
+ const _m1 = /*@__PURE__*/ new Matrix4();
1308
+ const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
1309
+ const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
1310
+ const _x = /*@__PURE__*/ new Vector3();
1311
+ const _y = /*@__PURE__*/ new Vector3();
1312
+ const _z = /*@__PURE__*/ new Vector3();
1313
+
1314
+ export { Matrix4 };