vc-spaces365-threejs 0.180.0

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Files changed (1120) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +86 -0
  3. package/build/three.cjs +77750 -0
  4. package/build/three.core.js +58846 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +18484 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +636 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +77332 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +77103 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/README.md +11 -0
  16. package/examples/fonts/droid/NOTICE +190 -0
  17. package/examples/fonts/droid/README.txt +18 -0
  18. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  19. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  20. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  23. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  24. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  25. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  26. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  27. package/examples/fonts/optimer_bold.typeface.json +1 -0
  28. package/examples/fonts/optimer_regular.typeface.json +1 -0
  29. package/examples/fonts/ttf/README.md +9 -0
  30. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  31. package/examples/jsm/Addons.js +285 -0
  32. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  33. package/examples/jsm/animation/CCDIKSolver.js +591 -0
  34. package/examples/jsm/capabilities/WebGL.js +113 -0
  35. package/examples/jsm/capabilities/WebGPU.js +59 -0
  36. package/examples/jsm/controls/ArcballControls.js +3536 -0
  37. package/examples/jsm/controls/DragControls.js +452 -0
  38. package/examples/jsm/controls/FirstPersonControls.js +447 -0
  39. package/examples/jsm/controls/FlyControls.js +380 -0
  40. package/examples/jsm/controls/MapControls.js +62 -0
  41. package/examples/jsm/controls/OrbitControls.js +1860 -0
  42. package/examples/jsm/controls/PointerLockControls.js +264 -0
  43. package/examples/jsm/controls/TrackballControls.js +1001 -0
  44. package/examples/jsm/controls/TransformControls.js +1918 -0
  45. package/examples/jsm/csm/CSM.js +597 -0
  46. package/examples/jsm/csm/CSMFrustum.js +209 -0
  47. package/examples/jsm/csm/CSMHelper.js +243 -0
  48. package/examples/jsm/csm/CSMShader.js +307 -0
  49. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  50. package/examples/jsm/curves/CurveExtras.js +694 -0
  51. package/examples/jsm/curves/NURBSCurve.js +155 -0
  52. package/examples/jsm/curves/NURBSSurface.js +98 -0
  53. package/examples/jsm/curves/NURBSUtils.js +532 -0
  54. package/examples/jsm/curves/NURBSVolume.js +82 -0
  55. package/examples/jsm/effects/AnaglyphEffect.js +179 -0
  56. package/examples/jsm/effects/AsciiEffect.js +310 -0
  57. package/examples/jsm/effects/OutlineEffect.js +489 -0
  58. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  59. package/examples/jsm/effects/StereoEffect.js +91 -0
  60. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  61. package/examples/jsm/environments/RoomEnvironment.js +182 -0
  62. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  63. package/examples/jsm/exporters/EXRExporter.js +618 -0
  64. package/examples/jsm/exporters/GLTFExporter.js +3595 -0
  65. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  66. package/examples/jsm/exporters/OBJExporter.js +308 -0
  67. package/examples/jsm/exporters/PLYExporter.js +562 -0
  68. package/examples/jsm/exporters/STLExporter.js +221 -0
  69. package/examples/jsm/exporters/USDZExporter.js +1228 -0
  70. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  71. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  72. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  73. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  74. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  75. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  76. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  77. package/examples/jsm/geometries/TextGeometry.js +83 -0
  78. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  79. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  80. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  81. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  82. package/examples/jsm/helpers/RapierHelper.js +59 -0
  83. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  84. package/examples/jsm/helpers/TextureHelper.js +265 -0
  85. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  86. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  87. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  88. package/examples/jsm/helpers/ViewHelper.js +422 -0
  89. package/examples/jsm/interactive/HTMLMesh.js +605 -0
  90. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  91. package/examples/jsm/interactive/SelectionBox.js +294 -0
  92. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  93. package/examples/jsm/libs/ammo.wasm.js +822 -0
  94. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  95. package/examples/jsm/libs/basis/README.md +46 -0
  96. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  97. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  98. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  99. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  100. package/examples/jsm/libs/draco/README.md +32 -0
  101. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  102. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  103. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  104. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  105. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  106. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  107. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  108. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  109. package/examples/jsm/libs/ecsy.module.js +1792 -0
  110. package/examples/jsm/libs/fflate.module.js +2672 -0
  111. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  112. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  113. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  114. package/examples/jsm/libs/meshopt_decoder.module.js +195 -0
  115. package/examples/jsm/libs/mikktspace.module.js +128 -0
  116. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  117. package/examples/jsm/libs/opentype.module.js +14506 -0
  118. package/examples/jsm/libs/potpack.module.js +125 -0
  119. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  120. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  121. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  122. package/examples/jsm/libs/stats.module.js +167 -0
  123. package/examples/jsm/libs/surfaceNet.js +201 -0
  124. package/examples/jsm/libs/tween.module.js +876 -0
  125. package/examples/jsm/libs/utif.module.js +1665 -0
  126. package/examples/jsm/libs/zstddec.module.js +1 -0
  127. package/examples/jsm/lighting/TiledLighting.js +42 -0
  128. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  129. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  130. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  131. package/examples/jsm/lines/Line2.js +56 -0
  132. package/examples/jsm/lines/LineGeometry.js +157 -0
  133. package/examples/jsm/lines/LineMaterial.js +697 -0
  134. package/examples/jsm/lines/LineSegments2.js +426 -0
  135. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  136. package/examples/jsm/lines/Wireframe.js +108 -0
  137. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  138. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  139. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  140. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  141. package/examples/jsm/loaders/3DMLoader.js +1835 -0
  142. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  143. package/examples/jsm/loaders/AMFLoader.js +541 -0
  144. package/examples/jsm/loaders/BVHLoader.js +484 -0
  145. package/examples/jsm/loaders/ColladaLoader.js +4155 -0
  146. package/examples/jsm/loaders/DDSLoader.js +385 -0
  147. package/examples/jsm/loaders/DRACOLoader.js +688 -0
  148. package/examples/jsm/loaders/EXRLoader.js +2784 -0
  149. package/examples/jsm/loaders/FBXLoader.js +4382 -0
  150. package/examples/jsm/loaders/FontLoader.js +242 -0
  151. package/examples/jsm/loaders/GCodeLoader.js +292 -0
  152. package/examples/jsm/loaders/GLTFLoader.js +4890 -0
  153. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  154. package/examples/jsm/loaders/HDRLoader.js +486 -0
  155. package/examples/jsm/loaders/IESLoader.js +379 -0
  156. package/examples/jsm/loaders/KMZLoader.js +163 -0
  157. package/examples/jsm/loaders/KTX2Loader.js +1228 -0
  158. package/examples/jsm/loaders/KTXLoader.js +197 -0
  159. package/examples/jsm/loaders/LDrawLoader.js +2519 -0
  160. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  161. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  162. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  163. package/examples/jsm/loaders/LWOLoader.js +1079 -0
  164. package/examples/jsm/loaders/LottieLoader.js +130 -0
  165. package/examples/jsm/loaders/MD2Loader.js +435 -0
  166. package/examples/jsm/loaders/MDDLoader.js +147 -0
  167. package/examples/jsm/loaders/MTLLoader.js +593 -0
  168. package/examples/jsm/loaders/MaterialXLoader.js +1087 -0
  169. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  170. package/examples/jsm/loaders/OBJLoader.js +955 -0
  171. package/examples/jsm/loaders/PCDLoader.js +618 -0
  172. package/examples/jsm/loaders/PDBLoader.js +272 -0
  173. package/examples/jsm/loaders/PLYLoader.js +805 -0
  174. package/examples/jsm/loaders/PVRLoader.js +270 -0
  175. package/examples/jsm/loaders/RGBELoader.js +18 -0
  176. package/examples/jsm/loaders/STLLoader.js +421 -0
  177. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  178. package/examples/jsm/loaders/TDSLoader.js +1144 -0
  179. package/examples/jsm/loaders/TGALoader.js +540 -0
  180. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  181. package/examples/jsm/loaders/TTFLoader.js +261 -0
  182. package/examples/jsm/loaders/USDLoader.js +219 -0
  183. package/examples/jsm/loaders/USDZLoader.js +16 -0
  184. package/examples/jsm/loaders/UltraHDRLoader.js +630 -0
  185. package/examples/jsm/loaders/VOXLoader.js +376 -0
  186. package/examples/jsm/loaders/VRMLLoader.js +3569 -0
  187. package/examples/jsm/loaders/VTKLoader.js +1276 -0
  188. package/examples/jsm/loaders/XYZLoader.js +143 -0
  189. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  190. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  191. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  192. package/examples/jsm/loaders/usd/USDAParser.js +741 -0
  193. package/examples/jsm/loaders/usd/USDCParser.js +17 -0
  194. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  195. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  196. package/examples/jsm/materials/MeshGouraudMaterial.js +434 -0
  197. package/examples/jsm/materials/MeshPostProcessingMaterial.js +167 -0
  198. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  199. package/examples/jsm/math/Capsule.js +159 -0
  200. package/examples/jsm/math/ColorConverter.js +58 -0
  201. package/examples/jsm/math/ColorSpaces.js +147 -0
  202. package/examples/jsm/math/ConvexHull.js +1695 -0
  203. package/examples/jsm/math/ImprovedNoise.js +88 -0
  204. package/examples/jsm/math/Lut.js +317 -0
  205. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  206. package/examples/jsm/math/OBB.js +535 -0
  207. package/examples/jsm/math/Octree.js +692 -0
  208. package/examples/jsm/math/SimplexNoise.js +470 -0
  209. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  210. package/examples/jsm/misc/GPUComputationRenderer.js +506 -0
  211. package/examples/jsm/misc/Gyroscope.js +78 -0
  212. package/examples/jsm/misc/MD2Character.js +391 -0
  213. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  214. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  215. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  216. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  217. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  218. package/examples/jsm/misc/RollerCoaster.js +623 -0
  219. package/examples/jsm/misc/TubePainter.js +256 -0
  220. package/examples/jsm/misc/Volume.js +521 -0
  221. package/examples/jsm/misc/VolumeSlice.js +276 -0
  222. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  223. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  224. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  225. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  226. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  227. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  228. package/examples/jsm/objects/Lensflare.js +489 -0
  229. package/examples/jsm/objects/LensflareMesh.js +376 -0
  230. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  231. package/examples/jsm/objects/Reflector.js +338 -0
  232. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  233. package/examples/jsm/objects/Refractor.js +389 -0
  234. package/examples/jsm/objects/ShadowMesh.js +130 -0
  235. package/examples/jsm/objects/Sky.js +237 -0
  236. package/examples/jsm/objects/SkyMesh.js +243 -0
  237. package/examples/jsm/objects/Water.js +373 -0
  238. package/examples/jsm/objects/Water2.js +401 -0
  239. package/examples/jsm/objects/Water2Mesh.js +199 -0
  240. package/examples/jsm/objects/WaterMesh.js +196 -0
  241. package/examples/jsm/offscreen/jank.js +45 -0
  242. package/examples/jsm/offscreen/offscreen.js +8 -0
  243. package/examples/jsm/offscreen/scene.js +86 -0
  244. package/examples/jsm/physics/AmmoPhysics.js +354 -0
  245. package/examples/jsm/physics/JoltPhysics.js +330 -0
  246. package/examples/jsm/physics/RapierPhysics.js +432 -0
  247. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  248. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  249. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  250. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  251. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  252. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  253. package/examples/jsm/postprocessing/EffectComposer.js +363 -0
  254. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  255. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  256. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  257. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  258. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  259. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  260. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  261. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  262. package/examples/jsm/postprocessing/OutputPass.js +139 -0
  263. package/examples/jsm/postprocessing/Pass.js +191 -0
  264. package/examples/jsm/postprocessing/RenderPass.js +183 -0
  265. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  266. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  267. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  268. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  269. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  270. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  271. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  272. package/examples/jsm/postprocessing/SavePass.js +132 -0
  273. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  274. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  275. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  276. package/examples/jsm/postprocessing/UnrealBloomPass.js +492 -0
  277. package/examples/jsm/renderers/CSS2DRenderer.js +317 -0
  278. package/examples/jsm/renderers/CSS3DRenderer.js +453 -0
  279. package/examples/jsm/renderers/Projector.js +936 -0
  280. package/examples/jsm/renderers/SVGRenderer.js +685 -0
  281. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  282. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  283. package/examples/jsm/shaders/BasicShader.js +36 -0
  284. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  285. package/examples/jsm/shaders/BlendShader.js +56 -0
  286. package/examples/jsm/shaders/BokehShader.js +151 -0
  287. package/examples/jsm/shaders/BokehShader2.js +404 -0
  288. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  289. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  290. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  291. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  292. package/examples/jsm/shaders/CopyShader.js +52 -0
  293. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  294. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  295. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  296. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  297. package/examples/jsm/shaders/ExposureShader.js +51 -0
  298. package/examples/jsm/shaders/FXAAShader.js +298 -0
  299. package/examples/jsm/shaders/FilmShader.js +72 -0
  300. package/examples/jsm/shaders/FocusShader.js +94 -0
  301. package/examples/jsm/shaders/FreiChenShader.js +103 -0
  302. package/examples/jsm/shaders/GTAOShader.js +421 -0
  303. package/examples/jsm/shaders/GammaCorrectionShader.js +52 -0
  304. package/examples/jsm/shaders/GodRaysShader.js +333 -0
  305. package/examples/jsm/shaders/HalftoneShader.js +321 -0
  306. package/examples/jsm/shaders/HorizontalBlurShader.js +68 -0
  307. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +70 -0
  308. package/examples/jsm/shaders/HueSaturationShader.js +74 -0
  309. package/examples/jsm/shaders/KaleidoShader.js +65 -0
  310. package/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
  311. package/examples/jsm/shaders/LuminosityShader.js +54 -0
  312. package/examples/jsm/shaders/MirrorShader.js +62 -0
  313. package/examples/jsm/shaders/NormalMapShader.js +60 -0
  314. package/examples/jsm/shaders/OutputShader.js +103 -0
  315. package/examples/jsm/shaders/PoissonDenoiseShader.js +235 -0
  316. package/examples/jsm/shaders/RGBShiftShader.js +61 -0
  317. package/examples/jsm/shaders/SAOShader.js +188 -0
  318. package/examples/jsm/shaders/SMAAShader.js +489 -0
  319. package/examples/jsm/shaders/SSAOShader.js +321 -0
  320. package/examples/jsm/shaders/SSRShader.js +395 -0
  321. package/examples/jsm/shaders/SepiaShader.js +57 -0
  322. package/examples/jsm/shaders/SobelOperatorShader.js +98 -0
  323. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +95 -0
  324. package/examples/jsm/shaders/TechnicolorShader.js +51 -0
  325. package/examples/jsm/shaders/ToonShader.js +349 -0
  326. package/examples/jsm/shaders/TriangleBlurShader.js +79 -0
  327. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +62 -0
  328. package/examples/jsm/shaders/VelocityShader.js +137 -0
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  1120. package/src/utils.js +216 -0
@@ -0,0 +1,1301 @@
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]{@link 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]{@link 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
+ /**
45
+ * Constructs a new 4x4 matrix. The arguments are supposed to be
46
+ * in row-major order. If no arguments are provided, the constructor
47
+ * initializes the matrix as an identity matrix.
48
+ *
49
+ * @param {number} [n11] - 1-1 matrix element.
50
+ * @param {number} [n12] - 1-2 matrix element.
51
+ * @param {number} [n13] - 1-3 matrix element.
52
+ * @param {number} [n14] - 1-4 matrix element.
53
+ * @param {number} [n21] - 2-1 matrix element.
54
+ * @param {number} [n22] - 2-2 matrix element.
55
+ * @param {number} [n23] - 2-3 matrix element.
56
+ * @param {number} [n24] - 2-4 matrix element.
57
+ * @param {number} [n31] - 3-1 matrix element.
58
+ * @param {number} [n32] - 3-2 matrix element.
59
+ * @param {number} [n33] - 3-3 matrix element.
60
+ * @param {number} [n34] - 3-4 matrix element.
61
+ * @param {number} [n41] - 4-1 matrix element.
62
+ * @param {number} [n42] - 4-2 matrix element.
63
+ * @param {number} [n43] - 4-3 matrix element.
64
+ * @param {number} [n44] - 4-4 matrix element.
65
+ */
66
+ constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
67
+
68
+ /**
69
+ * This flag can be used for type testing.
70
+ *
71
+ * @type {boolean}
72
+ * @readonly
73
+ * @default true
74
+ */
75
+ Matrix4.prototype.isMatrix4 = true;
76
+
77
+ /**
78
+ * A column-major list of matrix values.
79
+ *
80
+ * @type {Array<number>}
81
+ */
82
+ this.elements = [
83
+
84
+ 1, 0, 0, 0,
85
+ 0, 1, 0, 0,
86
+ 0, 0, 1, 0,
87
+ 0, 0, 0, 1
88
+
89
+ ];
90
+
91
+ if ( n11 !== undefined ) {
92
+
93
+ this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
94
+
95
+ }
96
+
97
+ }
98
+
99
+ /**
100
+ * Sets the elements of the matrix.The arguments are supposed to be
101
+ * in row-major order.
102
+ *
103
+ * @param {number} [n11] - 1-1 matrix element.
104
+ * @param {number} [n12] - 1-2 matrix element.
105
+ * @param {number} [n13] - 1-3 matrix element.
106
+ * @param {number} [n14] - 1-4 matrix element.
107
+ * @param {number} [n21] - 2-1 matrix element.
108
+ * @param {number} [n22] - 2-2 matrix element.
109
+ * @param {number} [n23] - 2-3 matrix element.
110
+ * @param {number} [n24] - 2-4 matrix element.
111
+ * @param {number} [n31] - 3-1 matrix element.
112
+ * @param {number} [n32] - 3-2 matrix element.
113
+ * @param {number} [n33] - 3-3 matrix element.
114
+ * @param {number} [n34] - 3-4 matrix element.
115
+ * @param {number} [n41] - 4-1 matrix element.
116
+ * @param {number} [n42] - 4-2 matrix element.
117
+ * @param {number} [n43] - 4-3 matrix element.
118
+ * @param {number} [n44] - 4-4 matrix element.
119
+ * @return {Matrix4} A reference to this matrix.
120
+ */
121
+ set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
122
+
123
+ const te = this.elements;
124
+
125
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
126
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
127
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
128
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
129
+
130
+ return this;
131
+
132
+ }
133
+
134
+ /**
135
+ * Sets this matrix to the 4x4 identity matrix.
136
+ *
137
+ * @return {Matrix4} A reference to this matrix.
138
+ */
139
+ identity() {
140
+
141
+ this.set(
142
+
143
+ 1, 0, 0, 0,
144
+ 0, 1, 0, 0,
145
+ 0, 0, 1, 0,
146
+ 0, 0, 0, 1
147
+
148
+ );
149
+
150
+ return this;
151
+
152
+ }
153
+
154
+ /**
155
+ * Returns a matrix with copied values from this instance.
156
+ *
157
+ * @return {Matrix4} A clone of this instance.
158
+ */
159
+ clone() {
160
+
161
+ return new Matrix4().fromArray( this.elements );
162
+
163
+ }
164
+
165
+ /**
166
+ * Copies the values of the given matrix to this instance.
167
+ *
168
+ * @param {Matrix4} m - The matrix to copy.
169
+ * @return {Matrix4} A reference to this matrix.
170
+ */
171
+ copy( m ) {
172
+
173
+ const te = this.elements;
174
+ const me = m.elements;
175
+
176
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
177
+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
178
+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
179
+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
180
+
181
+ return this;
182
+
183
+ }
184
+
185
+ /**
186
+ * Copies the translation component of the given matrix
187
+ * into this matrix's translation component.
188
+ *
189
+ * @param {Matrix4} m - The matrix to copy the translation component.
190
+ * @return {Matrix4} A reference to this matrix.
191
+ */
192
+ copyPosition( m ) {
193
+
194
+ const te = this.elements, me = m.elements;
195
+
196
+ te[ 12 ] = me[ 12 ];
197
+ te[ 13 ] = me[ 13 ];
198
+ te[ 14 ] = me[ 14 ];
199
+
200
+ return this;
201
+
202
+ }
203
+
204
+ /**
205
+ * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
206
+ *
207
+ * @param {Matrix3} m - The 3x3 matrix.
208
+ * @return {Matrix4} A reference to this matrix.
209
+ */
210
+ setFromMatrix3( m ) {
211
+
212
+ const me = m.elements;
213
+
214
+ this.set(
215
+
216
+ me[ 0 ], me[ 3 ], me[ 6 ], 0,
217
+ me[ 1 ], me[ 4 ], me[ 7 ], 0,
218
+ me[ 2 ], me[ 5 ], me[ 8 ], 0,
219
+ 0, 0, 0, 1
220
+
221
+ );
222
+
223
+ return this;
224
+
225
+ }
226
+
227
+ /**
228
+ * Extracts the basis of this matrix into the three axis vectors provided.
229
+ *
230
+ * @param {Vector3} xAxis - The basis's x axis.
231
+ * @param {Vector3} yAxis - The basis's y axis.
232
+ * @param {Vector3} zAxis - The basis's z axis.
233
+ * @return {Matrix4} A reference to this matrix.
234
+ */
235
+ extractBasis( xAxis, yAxis, zAxis ) {
236
+
237
+ xAxis.setFromMatrixColumn( this, 0 );
238
+ yAxis.setFromMatrixColumn( this, 1 );
239
+ zAxis.setFromMatrixColumn( this, 2 );
240
+
241
+ return this;
242
+
243
+ }
244
+
245
+ /**
246
+ * Sets the given basis vectors to this matrix.
247
+ *
248
+ * @param {Vector3} xAxis - The basis's x axis.
249
+ * @param {Vector3} yAxis - The basis's y axis.
250
+ * @param {Vector3} zAxis - The basis's z axis.
251
+ * @return {Matrix4} A reference to this matrix.
252
+ */
253
+ makeBasis( xAxis, yAxis, zAxis ) {
254
+
255
+ this.set(
256
+ xAxis.x, yAxis.x, zAxis.x, 0,
257
+ xAxis.y, yAxis.y, zAxis.y, 0,
258
+ xAxis.z, yAxis.z, zAxis.z, 0,
259
+ 0, 0, 0, 1
260
+ );
261
+
262
+ return this;
263
+
264
+ }
265
+
266
+ /**
267
+ * Extracts the rotation component of the given matrix
268
+ * into this matrix's rotation component.
269
+ *
270
+ * Note: This method does not support reflection matrices.
271
+ *
272
+ * @param {Matrix4} m - The matrix.
273
+ * @return {Matrix4} A reference to this matrix.
274
+ */
275
+ extractRotation( m ) {
276
+
277
+ const te = this.elements;
278
+ const me = m.elements;
279
+
280
+ const scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
281
+ const scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
282
+ const scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
283
+
284
+ te[ 0 ] = me[ 0 ] * scaleX;
285
+ te[ 1 ] = me[ 1 ] * scaleX;
286
+ te[ 2 ] = me[ 2 ] * scaleX;
287
+ te[ 3 ] = 0;
288
+
289
+ te[ 4 ] = me[ 4 ] * scaleY;
290
+ te[ 5 ] = me[ 5 ] * scaleY;
291
+ te[ 6 ] = me[ 6 ] * scaleY;
292
+ te[ 7 ] = 0;
293
+
294
+ te[ 8 ] = me[ 8 ] * scaleZ;
295
+ te[ 9 ] = me[ 9 ] * scaleZ;
296
+ te[ 10 ] = me[ 10 ] * scaleZ;
297
+ te[ 11 ] = 0;
298
+
299
+ te[ 12 ] = 0;
300
+ te[ 13 ] = 0;
301
+ te[ 14 ] = 0;
302
+ te[ 15 ] = 1;
303
+
304
+ return this;
305
+
306
+ }
307
+
308
+ /**
309
+ * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
310
+ * the rotation specified by the given Euler angles. The rest of
311
+ * the matrix is set to the identity. Depending on the {@link Euler#order},
312
+ * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
313
+ * for a complete list.
314
+ *
315
+ * @param {Euler} euler - The Euler angles.
316
+ * @return {Matrix4} A reference to this matrix.
317
+ */
318
+ makeRotationFromEuler( euler ) {
319
+
320
+ const te = this.elements;
321
+
322
+ const x = euler.x, y = euler.y, z = euler.z;
323
+ const a = Math.cos( x ), b = Math.sin( x );
324
+ const c = Math.cos( y ), d = Math.sin( y );
325
+ const e = Math.cos( z ), f = Math.sin( z );
326
+
327
+ if ( euler.order === 'XYZ' ) {
328
+
329
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
330
+
331
+ te[ 0 ] = c * e;
332
+ te[ 4 ] = - c * f;
333
+ te[ 8 ] = d;
334
+
335
+ te[ 1 ] = af + be * d;
336
+ te[ 5 ] = ae - bf * d;
337
+ te[ 9 ] = - b * c;
338
+
339
+ te[ 2 ] = bf - ae * d;
340
+ te[ 6 ] = be + af * d;
341
+ te[ 10 ] = a * c;
342
+
343
+ } else if ( euler.order === 'YXZ' ) {
344
+
345
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
346
+
347
+ te[ 0 ] = ce + df * b;
348
+ te[ 4 ] = de * b - cf;
349
+ te[ 8 ] = a * d;
350
+
351
+ te[ 1 ] = a * f;
352
+ te[ 5 ] = a * e;
353
+ te[ 9 ] = - b;
354
+
355
+ te[ 2 ] = cf * b - de;
356
+ te[ 6 ] = df + ce * b;
357
+ te[ 10 ] = a * c;
358
+
359
+ } else if ( euler.order === 'ZXY' ) {
360
+
361
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
362
+
363
+ te[ 0 ] = ce - df * b;
364
+ te[ 4 ] = - a * f;
365
+ te[ 8 ] = de + cf * b;
366
+
367
+ te[ 1 ] = cf + de * b;
368
+ te[ 5 ] = a * e;
369
+ te[ 9 ] = df - ce * b;
370
+
371
+ te[ 2 ] = - a * d;
372
+ te[ 6 ] = b;
373
+ te[ 10 ] = a * c;
374
+
375
+ } else if ( euler.order === 'ZYX' ) {
376
+
377
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
378
+
379
+ te[ 0 ] = c * e;
380
+ te[ 4 ] = be * d - af;
381
+ te[ 8 ] = ae * d + bf;
382
+
383
+ te[ 1 ] = c * f;
384
+ te[ 5 ] = bf * d + ae;
385
+ te[ 9 ] = af * d - be;
386
+
387
+ te[ 2 ] = - d;
388
+ te[ 6 ] = b * c;
389
+ te[ 10 ] = a * c;
390
+
391
+ } else if ( euler.order === 'YZX' ) {
392
+
393
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
394
+
395
+ te[ 0 ] = c * e;
396
+ te[ 4 ] = bd - ac * f;
397
+ te[ 8 ] = bc * f + ad;
398
+
399
+ te[ 1 ] = f;
400
+ te[ 5 ] = a * e;
401
+ te[ 9 ] = - b * e;
402
+
403
+ te[ 2 ] = - d * e;
404
+ te[ 6 ] = ad * f + bc;
405
+ te[ 10 ] = ac - bd * f;
406
+
407
+ } else if ( euler.order === 'XZY' ) {
408
+
409
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
410
+
411
+ te[ 0 ] = c * e;
412
+ te[ 4 ] = - f;
413
+ te[ 8 ] = d * e;
414
+
415
+ te[ 1 ] = ac * f + bd;
416
+ te[ 5 ] = a * e;
417
+ te[ 9 ] = ad * f - bc;
418
+
419
+ te[ 2 ] = bc * f - ad;
420
+ te[ 6 ] = b * e;
421
+ te[ 10 ] = bd * f + ac;
422
+
423
+ }
424
+
425
+ // bottom row
426
+ te[ 3 ] = 0;
427
+ te[ 7 ] = 0;
428
+ te[ 11 ] = 0;
429
+
430
+ // last column
431
+ te[ 12 ] = 0;
432
+ te[ 13 ] = 0;
433
+ te[ 14 ] = 0;
434
+ te[ 15 ] = 1;
435
+
436
+ return this;
437
+
438
+ }
439
+
440
+ /**
441
+ * Sets the rotation component of this matrix to the rotation specified by
442
+ * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
443
+ * The rest of the matrix is set to the identity.
444
+ *
445
+ * @param {Quaternion} q - The Quaternion.
446
+ * @return {Matrix4} A reference to this matrix.
447
+ */
448
+ makeRotationFromQuaternion( q ) {
449
+
450
+ return this.compose( _zero, q, _one );
451
+
452
+ }
453
+
454
+ /**
455
+ * Sets the rotation component of the transformation matrix, looking from `eye` towards
456
+ * `target`, and oriented by the up-direction.
457
+ *
458
+ * @param {Vector3} eye - The eye vector.
459
+ * @param {Vector3} target - The target vector.
460
+ * @param {Vector3} up - The up vector.
461
+ * @return {Matrix4} A reference to this matrix.
462
+ */
463
+ lookAt( eye, target, up ) {
464
+
465
+ const te = this.elements;
466
+
467
+ _z.subVectors( eye, target );
468
+
469
+ if ( _z.lengthSq() === 0 ) {
470
+
471
+ // eye and target are in the same position
472
+
473
+ _z.z = 1;
474
+
475
+ }
476
+
477
+ _z.normalize();
478
+ _x.crossVectors( up, _z );
479
+
480
+ if ( _x.lengthSq() === 0 ) {
481
+
482
+ // up and z are parallel
483
+
484
+ if ( Math.abs( up.z ) === 1 ) {
485
+
486
+ _z.x += 0.0001;
487
+
488
+ } else {
489
+
490
+ _z.z += 0.0001;
491
+
492
+ }
493
+
494
+ _z.normalize();
495
+ _x.crossVectors( up, _z );
496
+
497
+ }
498
+
499
+ _x.normalize();
500
+ _y.crossVectors( _z, _x );
501
+
502
+ te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
503
+ te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
504
+ te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
505
+
506
+ return this;
507
+
508
+ }
509
+
510
+ /**
511
+ * Post-multiplies this matrix by the given 4x4 matrix.
512
+ *
513
+ * @param {Matrix4} m - The matrix to multiply with.
514
+ * @return {Matrix4} A reference to this matrix.
515
+ */
516
+ multiply( m ) {
517
+
518
+ return this.multiplyMatrices( this, m );
519
+
520
+ }
521
+
522
+ /**
523
+ * Pre-multiplies this matrix by the given 4x4 matrix.
524
+ *
525
+ * @param {Matrix4} m - The matrix to multiply with.
526
+ * @return {Matrix4} A reference to this matrix.
527
+ */
528
+ premultiply( m ) {
529
+
530
+ return this.multiplyMatrices( m, this );
531
+
532
+ }
533
+
534
+ /**
535
+ * Multiples the given 4x4 matrices and stores the result
536
+ * in this matrix.
537
+ *
538
+ * @param {Matrix4} a - The first matrix.
539
+ * @param {Matrix4} b - The second matrix.
540
+ * @return {Matrix4} A reference to this matrix.
541
+ */
542
+ multiplyMatrices( a, b ) {
543
+
544
+ const ae = a.elements;
545
+ const be = b.elements;
546
+ const te = this.elements;
547
+
548
+ const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
549
+ const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
550
+ const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
551
+ const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
552
+
553
+ const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
554
+ const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
555
+ const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
556
+ const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
557
+
558
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
559
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
560
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
561
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
562
+
563
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
564
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
565
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
566
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
567
+
568
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
569
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
570
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
571
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
572
+
573
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
574
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
575
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
576
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
577
+
578
+ return this;
579
+
580
+ }
581
+
582
+ /**
583
+ * Multiplies every component of the matrix by the given scalar.
584
+ *
585
+ * @param {number} s - The scalar.
586
+ * @return {Matrix4} A reference to this matrix.
587
+ */
588
+ multiplyScalar( s ) {
589
+
590
+ const te = this.elements;
591
+
592
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
593
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
594
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
595
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
596
+
597
+ return this;
598
+
599
+ }
600
+
601
+ /**
602
+ * Computes and returns the determinant of this matrix.
603
+ *
604
+ * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
605
+ *
606
+ * @return {number} The determinant.
607
+ */
608
+ determinant() {
609
+
610
+ const te = this.elements;
611
+
612
+ const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
613
+ const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
614
+ const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
615
+ const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
616
+
617
+ //TODO: make this more efficient
618
+
619
+ return (
620
+ n41 * (
621
+ + n14 * n23 * n32
622
+ - n13 * n24 * n32
623
+ - n14 * n22 * n33
624
+ + n12 * n24 * n33
625
+ + n13 * n22 * n34
626
+ - n12 * n23 * n34
627
+ ) +
628
+ n42 * (
629
+ + n11 * n23 * n34
630
+ - n11 * n24 * n33
631
+ + n14 * n21 * n33
632
+ - n13 * n21 * n34
633
+ + n13 * n24 * n31
634
+ - n14 * n23 * n31
635
+ ) +
636
+ n43 * (
637
+ + n11 * n24 * n32
638
+ - n11 * n22 * n34
639
+ - n14 * n21 * n32
640
+ + n12 * n21 * n34
641
+ + n14 * n22 * n31
642
+ - n12 * n24 * n31
643
+ ) +
644
+ n44 * (
645
+ - n13 * n22 * n31
646
+ - n11 * n23 * n32
647
+ + n11 * n22 * n33
648
+ + n13 * n21 * n32
649
+ - n12 * n21 * n33
650
+ + n12 * n23 * n31
651
+ )
652
+
653
+ );
654
+
655
+ }
656
+
657
+ /**
658
+ * Transposes this matrix in place.
659
+ *
660
+ * @return {Matrix4} A reference to this matrix.
661
+ */
662
+ transpose() {
663
+
664
+ const te = this.elements;
665
+ let tmp;
666
+
667
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
668
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
669
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
670
+
671
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
672
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
673
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
674
+
675
+ return this;
676
+
677
+ }
678
+
679
+ /**
680
+ * Sets the position component for this matrix from the given vector,
681
+ * without affecting the rest of the matrix.
682
+ *
683
+ * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
684
+ * @param {number} y - The y component of the vector.
685
+ * @param {number} z - The z component of the vector.
686
+ * @return {Matrix4} A reference to this matrix.
687
+ */
688
+ setPosition( x, y, z ) {
689
+
690
+ const te = this.elements;
691
+
692
+ if ( x.isVector3 ) {
693
+
694
+ te[ 12 ] = x.x;
695
+ te[ 13 ] = x.y;
696
+ te[ 14 ] = x.z;
697
+
698
+ } else {
699
+
700
+ te[ 12 ] = x;
701
+ te[ 13 ] = y;
702
+ te[ 14 ] = z;
703
+
704
+ }
705
+
706
+ return this;
707
+
708
+ }
709
+
710
+ /**
711
+ * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
712
+ * You can not invert with a determinant of zero. If you attempt this, the method produces
713
+ * a zero matrix instead.
714
+ *
715
+ * @return {Matrix4} A reference to this matrix.
716
+ */
717
+ invert() {
718
+
719
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
720
+ const te = this.elements,
721
+
722
+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
723
+ n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
724
+ n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
725
+ n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
726
+
727
+ t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
728
+ t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
729
+ t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
730
+ t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
731
+
732
+ const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
733
+
734
+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
735
+
736
+ const detInv = 1 / det;
737
+
738
+ te[ 0 ] = t11 * detInv;
739
+ te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
740
+ te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
741
+ te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
742
+
743
+ te[ 4 ] = t12 * detInv;
744
+ te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
745
+ te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
746
+ te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
747
+
748
+ te[ 8 ] = t13 * detInv;
749
+ te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
750
+ te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
751
+ te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
752
+
753
+ te[ 12 ] = t14 * detInv;
754
+ te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
755
+ te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
756
+ te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
757
+
758
+ return this;
759
+
760
+ }
761
+
762
+ /**
763
+ * Multiplies the columns of this matrix by the given vector.
764
+ *
765
+ * @param {Vector3} v - The scale vector.
766
+ * @return {Matrix4} A reference to this matrix.
767
+ */
768
+ scale( v ) {
769
+
770
+ const te = this.elements;
771
+ const x = v.x, y = v.y, z = v.z;
772
+
773
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
774
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
775
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
776
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
777
+
778
+ return this;
779
+
780
+ }
781
+
782
+ /**
783
+ * Gets the maximum scale value of the three axes.
784
+ *
785
+ * @return {number} The maximum scale.
786
+ */
787
+ getMaxScaleOnAxis() {
788
+
789
+ const te = this.elements;
790
+
791
+ const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
792
+ const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
793
+ const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
794
+
795
+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
796
+
797
+ }
798
+
799
+ /**
800
+ * Sets this matrix as a translation transform from the given vector.
801
+ *
802
+ * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
803
+ * @param {number} y - The amount to translate in the Y axis.
804
+ * @param {number} z - The amount to translate in the z axis.
805
+ * @return {Matrix4} A reference to this matrix.
806
+ */
807
+ makeTranslation( x, y, z ) {
808
+
809
+ if ( x.isVector3 ) {
810
+
811
+ this.set(
812
+
813
+ 1, 0, 0, x.x,
814
+ 0, 1, 0, x.y,
815
+ 0, 0, 1, x.z,
816
+ 0, 0, 0, 1
817
+
818
+ );
819
+
820
+ } else {
821
+
822
+ this.set(
823
+
824
+ 1, 0, 0, x,
825
+ 0, 1, 0, y,
826
+ 0, 0, 1, z,
827
+ 0, 0, 0, 1
828
+
829
+ );
830
+
831
+ }
832
+
833
+ return this;
834
+
835
+ }
836
+
837
+ /**
838
+ * Sets this matrix as a rotational transformation around the X axis by
839
+ * the given angle.
840
+ *
841
+ * @param {number} theta - The rotation in radians.
842
+ * @return {Matrix4} A reference to this matrix.
843
+ */
844
+ makeRotationX( theta ) {
845
+
846
+ const c = Math.cos( theta ), s = Math.sin( theta );
847
+
848
+ this.set(
849
+
850
+ 1, 0, 0, 0,
851
+ 0, c, - s, 0,
852
+ 0, s, c, 0,
853
+ 0, 0, 0, 1
854
+
855
+ );
856
+
857
+ return this;
858
+
859
+ }
860
+
861
+ /**
862
+ * Sets this matrix as a rotational transformation around the Y axis by
863
+ * the given angle.
864
+ *
865
+ * @param {number} theta - The rotation in radians.
866
+ * @return {Matrix4} A reference to this matrix.
867
+ */
868
+ makeRotationY( theta ) {
869
+
870
+ const c = Math.cos( theta ), s = Math.sin( theta );
871
+
872
+ this.set(
873
+
874
+ c, 0, s, 0,
875
+ 0, 1, 0, 0,
876
+ - s, 0, c, 0,
877
+ 0, 0, 0, 1
878
+
879
+ );
880
+
881
+ return this;
882
+
883
+ }
884
+
885
+ /**
886
+ * Sets this matrix as a rotational transformation around the Z axis by
887
+ * the given angle.
888
+ *
889
+ * @param {number} theta - The rotation in radians.
890
+ * @return {Matrix4} A reference to this matrix.
891
+ */
892
+ makeRotationZ( theta ) {
893
+
894
+ const c = Math.cos( theta ), s = Math.sin( theta );
895
+
896
+ this.set(
897
+
898
+ c, - s, 0, 0,
899
+ s, c, 0, 0,
900
+ 0, 0, 1, 0,
901
+ 0, 0, 0, 1
902
+
903
+ );
904
+
905
+ return this;
906
+
907
+ }
908
+
909
+ /**
910
+ * Sets this matrix as a rotational transformation around the given axis by
911
+ * the given angle.
912
+ *
913
+ * This is a somewhat controversial but mathematically sound alternative to
914
+ * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
915
+ *
916
+ * @param {Vector3} axis - The normalized rotation axis.
917
+ * @param {number} angle - The rotation in radians.
918
+ * @return {Matrix4} A reference to this matrix.
919
+ */
920
+ makeRotationAxis( axis, angle ) {
921
+
922
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
923
+
924
+ const c = Math.cos( angle );
925
+ const s = Math.sin( angle );
926
+ const t = 1 - c;
927
+ const x = axis.x, y = axis.y, z = axis.z;
928
+ const tx = t * x, ty = t * y;
929
+
930
+ this.set(
931
+
932
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
933
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
934
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
935
+ 0, 0, 0, 1
936
+
937
+ );
938
+
939
+ return this;
940
+
941
+ }
942
+
943
+ /**
944
+ * Sets this matrix as a scale transformation.
945
+ *
946
+ * @param {number} x - The amount to scale in the X axis.
947
+ * @param {number} y - The amount to scale in the Y axis.
948
+ * @param {number} z - The amount to scale in the Z axis.
949
+ * @return {Matrix4} A reference to this matrix.
950
+ */
951
+ makeScale( x, y, z ) {
952
+
953
+ this.set(
954
+
955
+ x, 0, 0, 0,
956
+ 0, y, 0, 0,
957
+ 0, 0, z, 0,
958
+ 0, 0, 0, 1
959
+
960
+ );
961
+
962
+ return this;
963
+
964
+ }
965
+
966
+ /**
967
+ * Sets this matrix as a shear transformation.
968
+ *
969
+ * @param {number} xy - The amount to shear X by Y.
970
+ * @param {number} xz - The amount to shear X by Z.
971
+ * @param {number} yx - The amount to shear Y by X.
972
+ * @param {number} yz - The amount to shear Y by Z.
973
+ * @param {number} zx - The amount to shear Z by X.
974
+ * @param {number} zy - The amount to shear Z by Y.
975
+ * @return {Matrix4} A reference to this matrix.
976
+ */
977
+ makeShear( xy, xz, yx, yz, zx, zy ) {
978
+
979
+ this.set(
980
+
981
+ 1, yx, zx, 0,
982
+ xy, 1, zy, 0,
983
+ xz, yz, 1, 0,
984
+ 0, 0, 0, 1
985
+
986
+ );
987
+
988
+ return this;
989
+
990
+ }
991
+
992
+ /**
993
+ * Sets this matrix to the transformation composed of the given position,
994
+ * rotation (Quaternion) and scale.
995
+ *
996
+ * @param {Vector3} position - The position vector.
997
+ * @param {Quaternion} quaternion - The rotation as a Quaternion.
998
+ * @param {Vector3} scale - The scale vector.
999
+ * @return {Matrix4} A reference to this matrix.
1000
+ */
1001
+ compose( position, quaternion, scale ) {
1002
+
1003
+ const te = this.elements;
1004
+
1005
+ const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
1006
+ const x2 = x + x, y2 = y + y, z2 = z + z;
1007
+ const xx = x * x2, xy = x * y2, xz = x * z2;
1008
+ const yy = y * y2, yz = y * z2, zz = z * z2;
1009
+ const wx = w * x2, wy = w * y2, wz = w * z2;
1010
+
1011
+ const sx = scale.x, sy = scale.y, sz = scale.z;
1012
+
1013
+ te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
1014
+ te[ 1 ] = ( xy + wz ) * sx;
1015
+ te[ 2 ] = ( xz - wy ) * sx;
1016
+ te[ 3 ] = 0;
1017
+
1018
+ te[ 4 ] = ( xy - wz ) * sy;
1019
+ te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
1020
+ te[ 6 ] = ( yz + wx ) * sy;
1021
+ te[ 7 ] = 0;
1022
+
1023
+ te[ 8 ] = ( xz + wy ) * sz;
1024
+ te[ 9 ] = ( yz - wx ) * sz;
1025
+ te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
1026
+ te[ 11 ] = 0;
1027
+
1028
+ te[ 12 ] = position.x;
1029
+ te[ 13 ] = position.y;
1030
+ te[ 14 ] = position.z;
1031
+ te[ 15 ] = 1;
1032
+
1033
+ return this;
1034
+
1035
+ }
1036
+
1037
+ /**
1038
+ * Decomposes this matrix into its position, rotation and scale components
1039
+ * and provides the result in the given objects.
1040
+ *
1041
+ * Note: Not all matrices are decomposable in this way. For example, if an
1042
+ * object has a non-uniformly scaled parent, then the object's world matrix
1043
+ * may not be decomposable, and this method may not be appropriate.
1044
+ *
1045
+ * @param {Vector3} position - The position vector.
1046
+ * @param {Quaternion} quaternion - The rotation as a Quaternion.
1047
+ * @param {Vector3} scale - The scale vector.
1048
+ * @return {Matrix4} A reference to this matrix.
1049
+ */
1050
+ decompose( position, quaternion, scale ) {
1051
+
1052
+ const te = this.elements;
1053
+
1054
+ let sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
1055
+ const sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
1056
+ const sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
1057
+
1058
+ // if determine is negative, we need to invert one scale
1059
+ const det = this.determinant();
1060
+ if ( det < 0 ) sx = - sx;
1061
+
1062
+ position.x = te[ 12 ];
1063
+ position.y = te[ 13 ];
1064
+ position.z = te[ 14 ];
1065
+
1066
+ // scale the rotation part
1067
+ _m1.copy( this );
1068
+
1069
+ const invSX = 1 / sx;
1070
+ const invSY = 1 / sy;
1071
+ const invSZ = 1 / sz;
1072
+
1073
+ _m1.elements[ 0 ] *= invSX;
1074
+ _m1.elements[ 1 ] *= invSX;
1075
+ _m1.elements[ 2 ] *= invSX;
1076
+
1077
+ _m1.elements[ 4 ] *= invSY;
1078
+ _m1.elements[ 5 ] *= invSY;
1079
+ _m1.elements[ 6 ] *= invSY;
1080
+
1081
+ _m1.elements[ 8 ] *= invSZ;
1082
+ _m1.elements[ 9 ] *= invSZ;
1083
+ _m1.elements[ 10 ] *= invSZ;
1084
+
1085
+ quaternion.setFromRotationMatrix( _m1 );
1086
+
1087
+ scale.x = sx;
1088
+ scale.y = sy;
1089
+ scale.z = sz;
1090
+
1091
+ return this;
1092
+
1093
+ }
1094
+
1095
+ /**
1096
+ * Creates a perspective projection matrix. This is used internally by
1097
+ * {@link PerspectiveCamera#updateProjectionMatrix}.
1098
+
1099
+ * @param {number} left - Left boundary of the viewing frustum at the near plane.
1100
+ * @param {number} right - Right boundary of the viewing frustum at the near plane.
1101
+ * @param {number} top - Top boundary of the viewing frustum at the near plane.
1102
+ * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
1103
+ * @param {number} near - The distance from the camera to the near plane.
1104
+ * @param {number} far - The distance from the camera to the far plane.
1105
+ * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
1106
+ * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
1107
+ * @return {Matrix4} A reference to this matrix.
1108
+ */
1109
+ makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
1110
+
1111
+ const te = this.elements;
1112
+
1113
+ const x = 2 * near / ( right - left );
1114
+ const y = 2 * near / ( top - bottom );
1115
+
1116
+ const a = ( right + left ) / ( right - left );
1117
+ const b = ( top + bottom ) / ( top - bottom );
1118
+
1119
+ let c, d;
1120
+
1121
+ if ( reversedDepth ) {
1122
+
1123
+ c = near / ( far - near );
1124
+ d = ( far * near ) / ( far - near );
1125
+
1126
+ } else {
1127
+
1128
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
1129
+
1130
+ c = - ( far + near ) / ( far - near );
1131
+ d = ( - 2 * far * near ) / ( far - near );
1132
+
1133
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
1134
+
1135
+ c = - far / ( far - near );
1136
+ d = ( - far * near ) / ( far - near );
1137
+
1138
+ } else {
1139
+
1140
+ throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
1141
+
1142
+ }
1143
+
1144
+ }
1145
+
1146
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
1147
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
1148
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
1149
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
1150
+
1151
+ return this;
1152
+
1153
+ }
1154
+
1155
+ /**
1156
+ * Creates a orthographic projection matrix. This is used internally by
1157
+ * {@link OrthographicCamera#updateProjectionMatrix}.
1158
+
1159
+ * @param {number} left - Left boundary of the viewing frustum at the near plane.
1160
+ * @param {number} right - Right boundary of the viewing frustum at the near plane.
1161
+ * @param {number} top - Top boundary of the viewing frustum at the near plane.
1162
+ * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
1163
+ * @param {number} near - The distance from the camera to the near plane.
1164
+ * @param {number} far - The distance from the camera to the far plane.
1165
+ * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
1166
+ * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
1167
+ * @return {Matrix4} A reference to this matrix.
1168
+ */
1169
+ makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
1170
+
1171
+ const te = this.elements;
1172
+
1173
+ const x = 2 / ( right - left );
1174
+ const y = 2 / ( top - bottom );
1175
+
1176
+ const a = - ( right + left ) / ( right - left );
1177
+ const b = - ( top + bottom ) / ( top - bottom );
1178
+
1179
+ let c, d;
1180
+
1181
+ if ( reversedDepth ) {
1182
+
1183
+ c = 1 / ( far - near );
1184
+ d = far / ( far - near );
1185
+
1186
+ } else {
1187
+
1188
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
1189
+
1190
+ c = - 2 / ( far - near );
1191
+ d = - ( far + near ) / ( far - near );
1192
+
1193
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
1194
+
1195
+ c = - 1 / ( far - near );
1196
+ d = - near / ( far - near );
1197
+
1198
+ } else {
1199
+
1200
+ throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
1201
+
1202
+ }
1203
+
1204
+ }
1205
+
1206
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
1207
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
1208
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
1209
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
1210
+
1211
+ return this;
1212
+
1213
+ }
1214
+
1215
+ /**
1216
+ * Returns `true` if this matrix is equal with the given one.
1217
+ *
1218
+ * @param {Matrix4} matrix - The matrix to test for equality.
1219
+ * @return {boolean} Whether this matrix is equal with the given one.
1220
+ */
1221
+ equals( matrix ) {
1222
+
1223
+ const te = this.elements;
1224
+ const me = matrix.elements;
1225
+
1226
+ for ( let i = 0; i < 16; i ++ ) {
1227
+
1228
+ if ( te[ i ] !== me[ i ] ) return false;
1229
+
1230
+ }
1231
+
1232
+ return true;
1233
+
1234
+ }
1235
+
1236
+ /**
1237
+ * Sets the elements of the matrix from the given array.
1238
+ *
1239
+ * @param {Array<number>} array - The matrix elements in column-major order.
1240
+ * @param {number} [offset=0] - Index of the first element in the array.
1241
+ * @return {Matrix4} A reference to this matrix.
1242
+ */
1243
+ fromArray( array, offset = 0 ) {
1244
+
1245
+ for ( let i = 0; i < 16; i ++ ) {
1246
+
1247
+ this.elements[ i ] = array[ i + offset ];
1248
+
1249
+ }
1250
+
1251
+ return this;
1252
+
1253
+ }
1254
+
1255
+ /**
1256
+ * Writes the elements of this matrix to the given array. If no array is provided,
1257
+ * the method returns a new instance.
1258
+ *
1259
+ * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
1260
+ * @param {number} [offset=0] - Index of the first element in the array.
1261
+ * @return {Array<number>} The matrix elements in column-major order.
1262
+ */
1263
+ toArray( array = [], offset = 0 ) {
1264
+
1265
+ const te = this.elements;
1266
+
1267
+ array[ offset ] = te[ 0 ];
1268
+ array[ offset + 1 ] = te[ 1 ];
1269
+ array[ offset + 2 ] = te[ 2 ];
1270
+ array[ offset + 3 ] = te[ 3 ];
1271
+
1272
+ array[ offset + 4 ] = te[ 4 ];
1273
+ array[ offset + 5 ] = te[ 5 ];
1274
+ array[ offset + 6 ] = te[ 6 ];
1275
+ array[ offset + 7 ] = te[ 7 ];
1276
+
1277
+ array[ offset + 8 ] = te[ 8 ];
1278
+ array[ offset + 9 ] = te[ 9 ];
1279
+ array[ offset + 10 ] = te[ 10 ];
1280
+ array[ offset + 11 ] = te[ 11 ];
1281
+
1282
+ array[ offset + 12 ] = te[ 12 ];
1283
+ array[ offset + 13 ] = te[ 13 ];
1284
+ array[ offset + 14 ] = te[ 14 ];
1285
+ array[ offset + 15 ] = te[ 15 ];
1286
+
1287
+ return array;
1288
+
1289
+ }
1290
+
1291
+ }
1292
+
1293
+ const _v1 = /*@__PURE__*/ new Vector3();
1294
+ const _m1 = /*@__PURE__*/ new Matrix4();
1295
+ const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
1296
+ const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
1297
+ const _x = /*@__PURE__*/ new Vector3();
1298
+ const _y = /*@__PURE__*/ new Vector3();
1299
+ const _z = /*@__PURE__*/ new Vector3();
1300
+
1301
+ export { Matrix4 };