1 | /**
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2 | * @author supereggbert / http://www.paulbrunt.co.uk/
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3 | * @author philogb / http://blog.thejit.org/
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4 | * @author mikael emtinger / http://gomo.se/
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5 | * @author egraether / http://egraether.com/
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6 | * @author WestLangley / http://github.com/WestLangley
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7 | */
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8 |
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9 | THREE.Vector4 = function ( x, y, z, w ) {
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10 |
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11 | this.x = x || 0;
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12 | this.y = y || 0;
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13 | this.z = z || 0;
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14 | this.w = ( w !== undefined ) ? w : 1;
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15 |
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16 | };
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17 |
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18 | THREE.Vector4.prototype = {
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19 |
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20 | constructor: THREE.Vector4,
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21 |
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22 | set: function ( x, y, z, w ) {
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23 |
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24 | this.x = x;
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25 | this.y = y;
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26 | this.z = z;
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27 | this.w = w;
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28 |
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29 | return this;
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30 |
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31 | },
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32 |
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33 | setX: function ( x ) {
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34 |
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35 | this.x = x;
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36 |
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37 | return this;
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38 |
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39 | },
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40 |
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41 | setY: function ( y ) {
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42 |
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43 | this.y = y;
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44 |
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45 | return this;
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46 |
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47 | },
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48 |
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49 | setZ: function ( z ) {
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50 |
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51 | this.z = z;
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52 |
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53 | return this;
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54 |
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55 | },
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56 |
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57 | setW: function ( w ) {
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58 |
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59 | this.w = w;
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60 |
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61 | return this;
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62 |
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63 | },
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64 |
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65 | setComponent: function ( index, value ) {
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66 |
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67 | switch ( index ) {
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68 |
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69 | case 0: this.x = value; break;
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70 | case 1: this.y = value; break;
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71 | case 2: this.z = value; break;
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72 | case 3: this.w = value; break;
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73 | default: throw new Error( "index is out of range: " + index );
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74 |
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75 | }
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76 |
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77 | },
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78 |
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79 | getComponent: function ( index ) {
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80 |
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81 | switch ( index ) {
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82 |
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83 | case 0: return this.x;
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84 | case 1: return this.y;
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85 | case 2: return this.z;
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86 | case 3: return this.w;
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87 | default: throw new Error( "index is out of range: " + index );
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88 |
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89 | }
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90 |
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91 | },
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92 |
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93 | copy: function ( v ) {
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94 |
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95 | this.x = v.x;
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96 | this.y = v.y;
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97 | this.z = v.z;
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98 | this.w = ( v.w !== undefined ) ? v.w : 1;
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99 |
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100 | return this;
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101 |
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102 | },
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103 |
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104 | add: function ( v, w ) {
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105 |
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106 | if ( w !== undefined ) {
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107 |
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108 | console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
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109 | return this.addVectors( v, w );
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110 |
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111 | }
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112 |
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113 | this.x += v.x;
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114 | this.y += v.y;
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115 | this.z += v.z;
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116 | this.w += v.w;
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117 |
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118 | return this;
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119 |
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120 | },
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121 |
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122 | addScalar: function ( s ) {
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123 |
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124 | this.x += s;
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125 | this.y += s;
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126 | this.z += s;
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127 | this.w += s;
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128 |
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129 | return this;
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130 |
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131 | },
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132 |
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133 | addVectors: function ( a, b ) {
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134 |
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135 | this.x = a.x + b.x;
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136 | this.y = a.y + b.y;
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137 | this.z = a.z + b.z;
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138 | this.w = a.w + b.w;
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139 |
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140 | return this;
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141 |
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142 | },
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143 |
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144 | sub: function ( v, w ) {
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145 |
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146 | if ( w !== undefined ) {
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147 |
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148 | console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
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149 | return this.subVectors( v, w );
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150 |
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151 | }
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152 |
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153 | this.x -= v.x;
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154 | this.y -= v.y;
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155 | this.z -= v.z;
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156 | this.w -= v.w;
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157 |
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158 | return this;
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159 |
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160 | },
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161 |
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162 | subVectors: function ( a, b ) {
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163 |
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164 | this.x = a.x - b.x;
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165 | this.y = a.y - b.y;
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166 | this.z = a.z - b.z;
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167 | this.w = a.w - b.w;
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168 |
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169 | return this;
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170 |
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171 | },
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172 |
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173 | multiplyScalar: function ( scalar ) {
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174 |
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175 | this.x *= scalar;
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176 | this.y *= scalar;
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177 | this.z *= scalar;
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178 | this.w *= scalar;
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179 |
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180 | return this;
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181 |
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182 | },
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183 |
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184 | applyMatrix4: function ( m ) {
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185 |
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186 | var x = this.x;
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187 | var y = this.y;
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188 | var z = this.z;
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189 | var w = this.w;
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190 |
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191 | var e = m.elements;
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192 |
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193 | this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
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194 | this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
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195 | this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
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196 | this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
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197 |
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198 | return this;
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199 |
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200 | },
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201 |
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202 | divideScalar: function ( scalar ) {
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203 |
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204 | if ( scalar !== 0 ) {
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205 |
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206 | var invScalar = 1 / scalar;
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207 |
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208 | this.x *= invScalar;
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209 | this.y *= invScalar;
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210 | this.z *= invScalar;
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211 | this.w *= invScalar;
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212 |
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213 | } else {
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214 |
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215 | this.x = 0;
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216 | this.y = 0;
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217 | this.z = 0;
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218 | this.w = 1;
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219 |
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220 | }
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221 |
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222 | return this;
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223 |
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224 | },
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225 |
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226 | setAxisAngleFromQuaternion: function ( q ) {
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227 |
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228 | // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
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229 |
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230 | // q is assumed to be normalized
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231 |
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232 | this.w = 2 * Math.acos( q.w );
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233 |
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234 | var s = Math.sqrt( 1 - q.w * q.w );
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235 |
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236 | if ( s < 0.0001 ) {
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237 |
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238 | this.x = 1;
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239 | this.y = 0;
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240 | this.z = 0;
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241 |
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242 | } else {
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243 |
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244 | this.x = q.x / s;
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245 | this.y = q.y / s;
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246 | this.z = q.z / s;
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247 |
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248 | }
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249 |
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250 | return this;
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251 |
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252 | },
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253 |
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254 | setAxisAngleFromRotationMatrix: function ( m ) {
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255 |
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256 | // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
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257 |
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258 | // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
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259 |
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260 | var angle, x, y, z, // variables for result
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261 | epsilon = 0.01, // margin to allow for rounding errors
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262 | epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
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263 |
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264 | te = m.elements,
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265 |
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266 | m11 = te[0], m12 = te[4], m13 = te[8],
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267 | m21 = te[1], m22 = te[5], m23 = te[9],
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268 | m31 = te[2], m32 = te[6], m33 = te[10];
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269 |
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270 | if ( ( Math.abs( m12 - m21 ) < epsilon )
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271 | && ( Math.abs( m13 - m31 ) < epsilon )
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272 | && ( Math.abs( m23 - m32 ) < epsilon ) ) {
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273 |
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274 | // singularity found
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275 | // first check for identity matrix which must have +1 for all terms
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276 | // in leading diagonal and zero in other terms
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277 |
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278 | if ( ( Math.abs( m12 + m21 ) < epsilon2 )
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279 | && ( Math.abs( m13 + m31 ) < epsilon2 )
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280 | && ( Math.abs( m23 + m32 ) < epsilon2 )
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281 | && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
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282 |
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283 | // this singularity is identity matrix so angle = 0
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284 |
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285 | this.set( 1, 0, 0, 0 );
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286 |
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287 | return this; // zero angle, arbitrary axis
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288 |
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289 | }
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290 |
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291 | // otherwise this singularity is angle = 180
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292 |
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293 | angle = Math.PI;
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294 |
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295 | var xx = ( m11 + 1 ) / 2;
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296 | var yy = ( m22 + 1 ) / 2;
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297 | var zz = ( m33 + 1 ) / 2;
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298 | var xy = ( m12 + m21 ) / 4;
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299 | var xz = ( m13 + m31 ) / 4;
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300 | var yz = ( m23 + m32 ) / 4;
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301 |
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302 | if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
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303 |
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304 | if ( xx < epsilon ) {
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305 |
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306 | x = 0;
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307 | y = 0.707106781;
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308 | z = 0.707106781;
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309 |
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310 | } else {
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311 |
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312 | x = Math.sqrt( xx );
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313 | y = xy / x;
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314 | z = xz / x;
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315 |
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316 | }
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317 |
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318 | } else if ( yy > zz ) { // m22 is the largest diagonal term
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319 |
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320 | if ( yy < epsilon ) {
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321 |
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322 | x = 0.707106781;
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323 | y = 0;
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324 | z = 0.707106781;
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325 |
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326 | } else {
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327 |
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328 | y = Math.sqrt( yy );
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329 | x = xy / y;
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330 | z = yz / y;
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331 |
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332 | }
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333 |
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334 | } else { // m33 is the largest diagonal term so base result on this
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335 |
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336 | if ( zz < epsilon ) {
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337 |
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338 | x = 0.707106781;
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339 | y = 0.707106781;
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340 | z = 0;
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341 |
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342 | } else {
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343 |
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344 | z = Math.sqrt( zz );
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345 | x = xz / z;
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346 | y = yz / z;
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347 |
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348 | }
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349 |
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350 | }
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351 |
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352 | this.set( x, y, z, angle );
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353 |
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354 | return this; // return 180 deg rotation
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355 |
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356 | }
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357 |
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358 | // as we have reached here there are no singularities so we can handle normally
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359 |
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360 | var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
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361 | + ( m13 - m31 ) * ( m13 - m31 )
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362 | + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
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363 |
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364 | if ( Math.abs( s ) < 0.001 ) s = 1;
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365 |
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366 | // prevent divide by zero, should not happen if matrix is orthogonal and should be
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367 | // caught by singularity test above, but I've left it in just in case
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368 |
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369 | this.x = ( m32 - m23 ) / s;
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370 | this.y = ( m13 - m31 ) / s;
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371 | this.z = ( m21 - m12 ) / s;
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372 | this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
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373 |
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374 | return this;
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375 |
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376 | },
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377 |
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378 | min: function ( v ) {
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379 |
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380 | if ( this.x > v.x ) {
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381 |
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382 | this.x = v.x;
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383 |
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384 | }
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385 |
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386 | if ( this.y > v.y ) {
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387 |
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388 | this.y = v.y;
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389 |
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390 | }
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391 |
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392 | if ( this.z > v.z ) {
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393 |
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394 | this.z = v.z;
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395 |
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396 | }
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397 |
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398 | if ( this.w > v.w ) {
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399 |
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400 | this.w = v.w;
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401 |
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402 | }
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403 |
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404 | return this;
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405 |
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406 | },
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407 |
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408 | max: function ( v ) {
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409 |
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410 | if ( this.x < v.x ) {
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411 |
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412 | this.x = v.x;
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413 |
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414 | }
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415 |
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416 | if ( this.y < v.y ) {
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417 |
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418 | this.y = v.y;
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419 |
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420 | }
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421 |
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422 | if ( this.z < v.z ) {
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423 |
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424 | this.z = v.z;
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425 |
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426 | }
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427 |
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428 | if ( this.w < v.w ) {
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429 |
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430 | this.w = v.w;
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431 |
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432 | }
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433 |
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434 | return this;
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435 |
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436 | },
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437 |
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438 | clamp: function ( min, max ) {
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439 |
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440 | // This function assumes min < max, if this assumption isn't true it will not operate correctly
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441 |
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442 | if ( this.x < min.x ) {
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443 |
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444 | this.x = min.x;
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445 |
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446 | } else if ( this.x > max.x ) {
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447 |
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448 | this.x = max.x;
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449 |
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450 | }
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451 |
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452 | if ( this.y < min.y ) {
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453 |
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454 | this.y = min.y;
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455 |
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456 | } else if ( this.y > max.y ) {
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457 |
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458 | this.y = max.y;
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459 |
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460 | }
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461 |
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462 | if ( this.z < min.z ) {
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463 |
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464 | this.z = min.z;
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465 |
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466 | } else if ( this.z > max.z ) {
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467 |
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468 | this.z = max.z;
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469 |
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470 | }
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471 |
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472 | if ( this.w < min.w ) {
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473 |
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474 | this.w = min.w;
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475 |
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476 | } else if ( this.w > max.w ) {
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477 |
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478 | this.w = max.w;
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479 |
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480 | }
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481 |
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482 | return this;
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483 |
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484 | },
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485 |
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486 | negate: function() {
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487 |
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488 | return this.multiplyScalar( -1 );
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489 |
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490 | },
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491 |
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492 | dot: function ( v ) {
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493 |
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494 | return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
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495 |
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496 | },
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497 |
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498 | lengthSq: function () {
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499 |
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500 | return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
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501 |
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502 | },
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503 |
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504 | length: function () {
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505 |
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506 | return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
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507 |
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508 | },
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509 |
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510 | lengthManhattan: function () {
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511 |
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512 | return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
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513 |
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514 | },
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515 |
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516 | normalize: function () {
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517 |
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518 | return this.divideScalar( this.length() );
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519 |
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520 | },
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521 |
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522 | setLength: function ( l ) {
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523 |
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524 | var oldLength = this.length();
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525 |
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526 | if ( oldLength !== 0 && l !== oldLength ) {
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527 |
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528 | this.multiplyScalar( l / oldLength );
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529 |
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530 | }
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531 |
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532 | return this;
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533 |
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534 | },
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535 |
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536 | lerp: function ( v, alpha ) {
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537 |
|
---|
538 | this.x += ( v.x - this.x ) * alpha;
|
---|
539 | this.y += ( v.y - this.y ) * alpha;
|
---|
540 | this.z += ( v.z - this.z ) * alpha;
|
---|
541 | this.w += ( v.w - this.w ) * alpha;
|
---|
542 |
|
---|
543 | return this;
|
---|
544 |
|
---|
545 | },
|
---|
546 |
|
---|
547 | equals: function ( v ) {
|
---|
548 |
|
---|
549 | return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
---|
550 |
|
---|
551 | },
|
---|
552 |
|
---|
553 | fromArray: function ( array ) {
|
---|
554 |
|
---|
555 | this.x = array[ 0 ];
|
---|
556 | this.y = array[ 1 ];
|
---|
557 | this.z = array[ 2 ];
|
---|
558 | this.w = array[ 3 ];
|
---|
559 |
|
---|
560 | return this;
|
---|
561 |
|
---|
562 | },
|
---|
563 |
|
---|
564 | toArray: function () {
|
---|
565 |
|
---|
566 | return [ this.x, this.y, this.z, this.w ];
|
---|
567 |
|
---|
568 | },
|
---|
569 |
|
---|
570 | clone: function () {
|
---|
571 |
|
---|
572 | return new THREE.Vector4( this.x, this.y, this.z, this.w );
|
---|
573 |
|
---|
574 | }
|
---|
575 |
|
---|
576 | };
|
---|